

Without fail, we get 30 edges from 36 pixels on the vertical axis, and 34 edges from 40 on the horizontal, leaving us with a noticeably sub-HD base resolution on each console.īut where does the PS3's softer look stem from? In the end, it has little to do with the number of pixels being pushed out, and much to do with how each image is being treated by differing anti-aliasing filters. The gut reaction to this is to call foul on a lower internal framebuffer from PS3 side, but in truth, a straight-forward pixel-count reveals that they both appear to run at the same 1024圆00 resolution. Looking at each frame side-by-side, the 360 version appears to benefit from an added level of sharpness. Watch on YouTube YETI: Lighting and Shadow Under the Looking Glass It's the post-process anti-aliasing that is the culprit." "The 360 version seems to benefit from an added level of sharpness but both games are sub-HD. Here we have the traditional face-off video running at 50 per cent speed, backed up by our Ghost Recon: Future Soldier comparison gallery. To get the ball rolling, let's take a close look at each platform's visuals in a direct side-by-side comparison. For Future Soldier, developer Ubisoft Paris have come close to the fabled "console parity" but between your preferences for v-sync, lighting implementations and motion-based control, there are some differences worth taking into account. As is often the case, the PC version's release lags behind by several weeks for additional tweaking, and is this time set to use the same principal code-base as the other versions, rather than following the previous game's template and being built around an entirely different engine - this time, the core experience is being shared.Īs is increasingly becoming the case these days, multi-platform projects are being carried out with a much greater respect for the PS3 and 360's architecture, and the ways to build a like-for-like game experience around them.

This time, it offers an improved lighting model alongside some convincing effects for heat waves and smoke which have an authentic impact on visibility during a mission. Ubisoft's YETI engine returns in a heavily modified state, having been pioneered in the previous console entries in the series. The technology driving the game has moved on as well. Thankfully the series' focus on stealth holds true, and even with a few on-rails set-pieces thrown in to keep with the current trends, it hangs on to its slower-paced identity. Much has changed in the third person shooter scene since Advanced Warfighter 2 made its mark in 2007 and the series has had to adapt accordingly to match expectations in both its narrative scope and technical design. With Future Soldier, the Ghost Recon series is back on console platforms after a five year leave of absence.
