![titanfall 2 xbox one titanfall 2 xbox one](https://cdn.images.express.co.uk/img/dynamic/143/590x/PS4-Xbox-One-Titanfall-1081519.jpg)
However, the Titanfall 2 beta dropped frames hard on both systems, so yes, resolution will drop below the beta's fixed framebuffer standard - we've seen PS4 drop to 720p in the most intense of scenes, while Xbox One will fare worse. Draw distances are ultimately close between PC, PS4 and Xbox One too - and all three show LOD transitions on foliage at the same point. Ambient occlusion is enabled on PC, producing shade between geometric elements in a scene, such us the rocks on the left. Based on matching scenes, particle and alpha effects quality are matched between the three formats. Shade outlines to the top-left are lower resolution on PS4 and Xbox One. Another shot to illustrate shadow resolution differences up-close. Model detail is also the same on all three formats, but from afar, the lower resolutions on PS4 and Xbox One can dull textures a tad. However, consoles miss out on PC's ambient occlusion effect -shade noticed around grass blades here. Texture and water shaders are a close match for PC's best settings.
![titanfall 2 xbox one titanfall 2 xbox one](https://i.ytimg.com/vi/YiBPBrdavH8/maxresdefault.jpg)
Notably, this affects the filtering cascade for shadows, meaning you see a visible filtering line across the floor on PS4 and Xbox One. The result is a softer image on PS4, and softer still on Xbox One. A dynamic resolution is used on console, causing the image to scale its pixel output up and down based on the demands per scene.
#TITANFALL 2 XBOX ONE PC#
Titanfall 2 on PC at max settings versus PS4 and Xbox One. Gaining absolutely accurate metrics is difficult owing to the temporal super-sampling anti-aliasing, which makes it very difficult to find the hard geometric edges essential for pixel-counting. For much of the game, PS4 resolves at around 1000p, and Xbox One around 810-828p.
![titanfall 2 xbox one titanfall 2 xbox one](https://i.ytimg.com/vi/qIUkDm1iXUw/maxresdefault.jpg)
For the majority of the experience, this actually works out to be a positive. When we looked at the beta, Respawn had seemingly settled on a fixed, sub-native framebuffer for the Xbox One and PS4 releases, backed up by an impressive temporal anti-aliasing solution.įirst impressions suggested that this remained in place on retail code, but further investigation confirms that pixel-count scales in the final game according to GPU load. And in employing a dynamic resolution scaling buffer, Respawn Entertainment is actually using a very similar technique in ensuring its consistency. Titanfall 2's rock-solid frame-rate delivers similar results to 343's Halo 5 - a game that introduced a number of technical check and balances to ensure a sustained, consistent 60Hz refresh. The quality of the action, the absolute consistency in the feel of the experience - that makes it different, that makes it special. They're willing to compromise on the feel of the game in order to deliver improved graphics, signature set-piece moments or a more ambitious networking feature set. The franchise kings like Battlefield and Call of Duty will drop frames in order to service the visuals, or to support gargantuan 64-player battles in the case of DICE's epic. Respawn's latest isn't the most beautiful shooter on the market, but for Respawn, pretty visuals don't take precedence over the feel of the game. The melee is a supreme case in point - animation, physics and audio working together to produce a highly satisfying result from an audacious close-up kill. Titanfall 2 relentlessly processes your inputs with pinpoint precision and crucially, provides exceptional feedback. Handling of inertia and dead-zones is spot-on, regardless of the system you're playing it on. Respawn has optimised the movement of the game according to the controller you're using, as opposed to implementing a one-size-fits-all system. The team's attention to detail across platforms goes beyond the rendering set-up too. And the good news is that this all-important element of the experience is pretty much identical on both PlayStation 4 and Xbox One. The mechanics in this title are exceptional - it starts with a supremely tight interface between player and game - and a commitment to the lowest possible latency. Performance is important to this game because it's an integral component of its feel. It feels great, but crucially, even in the most intense multiplayer action, it's consistently brilliant to play. But what makes Titanfall 2 different, what makes it special, is that it does more than targets 60fps - it comprehensively delivers it. Case in point: both Battlefield and Halo have now joined the 60fps club. After all, it is the signature element that defines the Call of Duty experience, the standard that has come to dominate top-tier console-based first-person shooters to the point where 30fps challengers have had to evolve to match it. On paper that might not sound particularly special. Titanfall 2 is a 60fps first-person shooter.