Link, у пс4 даже анизотропка не везде есть, чудеса оптимизации
Отправлено спустя 4 минуты 35 секунды:
Тебе в рожу кинуть видос с ютюба?
Orevuaar писал(а): 16 сен 2022, 23:42
там проблемы с подгрузкой уровня
На пс4 там проблемы из-за 5400 хдд. На пк у целерона там 50-70 фпс.
Часто пиздят. У меня в тестах резалты гораздо выше чем в них для пк.
Пруф что это самые ультры в 4к. Там никгде не указано что это ультра.
Отправлено спустя 11 минуты 32 секунды:
Orevuaar, вот твой еврогей пишет, переводи:
PC sets itself apart in several key areas though. With foliage visibility range set to ultra, we get trees, plants and accompanying shadows rendered at a range far beyond anything possible on console.
As a rule of thumb, consoles rarely match PC's best 2024x2024 resolution textures.
Added to that, physics are greatly improved on the PC release.
However the water detail is of a much higher quality on PC, with ripples rendered with a higher precision grade of tessellation.
PS4 and Xbox One make use of standard, transparency-based hair that bunches strands together while still allowing for simple, physics-based movement. By comparison, thousands of hairs are rendered on the PC's best setting, each of which dynamically interact as Geralt sprints and strikes his sword. Griffin fur, horses' manes and many other elements are affected too - it's a more life-like approach in principle, though for the high performance penalty it's at times hard to notice with the camera drawn as far back as it is. Cut-scenes are mostly where the advance is felt over console.
Ground textures in almost every case lack PC's sharpness, and also fall short of its 16x anisotropic filtering.
Having played all three versions extensively this week, it must be said PC is a must for its extras, as well as for its solid, multi-threaded optimisation across all setups tested.