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- #MIRRORS EDGE 2 WALLPAPER 720P#
- #MIRRORS EDGE 2 WALLPAPER 1080P#
- #MIRRORS EDGE 2 WALLPAPER PS4#
- #MIRRORS EDGE 2 WALLPAPER PC#
- #MIRRORS EDGE 2 WALLPAPER PLUS#
#MIRRORS EDGE 2 WALLPAPER PS4#
Notice how the vents on the right feature thick halos on PS4 and Xbox One, whereas these artefacts are less pronounced across the scene on PC.
#MIRRORS EDGE 2 WALLPAPER PC#
Horizon-based ambient occlusion on PC provides more refined indirect shadowing. Higher resolution textures are used on PC, lending extra clarity to fine details such as the gravel on this rooftop. On PS4, it's mainly texture detail that takes a hit compared to the maxed-out PC experience. LOD transitions are most aggressive on Xbox One, where buildings are culled at fairly close range. Saw-tooth edges are clearly present across all platforms on the floor by the window. The PC game isn't immune to throwing up low resolution shadow artefacts. Shadows on PS4 and Xbox One feature more edge artefacts and look visibly softer. PC takes the lead with shadow quality: cleaner and better defined.
#MIRRORS EDGE 2 WALLPAPER 720P#
Meanwhile, the 720p image on Xbox One appears rougher in comparison. Other bugs also cropped up during our time with the beta, such as characters occasionally clipping through scenery during the real-time cut-scenes, and the Xbox One version freezing up for a few seconds at point.Ī 900p resolution is present on PS4, which looks a little soft up against the PC version running at 1080p, though it holds up pretty well overall. It's also worth noting that loading still takes place when respawning at checkpoints, so gameplay isn't quite seamless when something goes wrong. For example, the GI lighting sometimes fails to load in before a player takes control, plunging the immediate area into a veil of darkness, while texture and shadow pop-in are commonplace. This helps to keep gameplay flowing, but isn't without a few side effects in the current build.
#MIRRORS EDGE 2 WALLPAPER PLUS#
On the plus side, the open world environment is continuously streamed in too, eliminating loading times when traversing from one location to the next. Die-hard fans may not like the change, but it makes sense as Catalyst is set in an open world where the player can carve out multiple routes to their destination. To get around this, a floating red burst of energy is also used to help show players the way to the next mission point, though this also feels like unnecessary handholding at times. The saturated high constant aesthetic makes it slightly harder to identify objects gently glowing in red, which act as a natural waypoint through the environment. However, this new artistic approach has some downsides in terms of gameplay. It's a massive step up from the more clinical look of the UE3 powered original with plenty of current generation polish. Materials appear realistic, and lighting confidently saturates the scene, bringing visual flare and depth to the environment. Of course focusing GPU resources away from raw pixel counts on consoles allows the game to shine in other areas.
#MIRRORS EDGE 2 WALLPAPER 1080P#
That said, it's the PC release that offers up the most refinement here, with resolutions at 1080p and beyond delivering better clarity and sharpness across the scene, backed up by additional visual features. The PS4 version holds up more favourably to the PC game: the presentation is noticeably softer, but fine details and edges aren't unduly compromised to the same degree as Xbox One. On the plus side, sub-native rendering allows the developer to target 60fps more easily, but as a result image quality takes a hit - particularly on Xbox One where upscaling artefacts are easy to spot across geometry edges. It's a familiar set up to Star Wars Battlefront, with all the same pros and cons. As such, bearing in mind the 60fps target, it's no surprise to discover that the PS4 version renders at 900p while the Xbox One framebuffer is knocked down to 720p. Frostbite 3 is a known quantity at this point, and DICE has taken to focusing on increasing effects work and general graphical quality instead of pushing for a resolution boost. The city of glass is a perfect fit for the physically-based rendering model in Frostbite 3, with elements such as glass, steel, and marble appearing natural, while the use of Geometrics' Enlighten global illumination solution allows for reflected light across virtually every surface, infusing the game with a high contrast look that stands out from the crowd. It's an ambitious effort, but even with a final round of optimisation to go, the question is - can the current-gen consoles deliver DICE's vision? The recent beta gave us our first in-depth look at the game and the changes brought by the switch to a newer engine, which delivers a very different visual experience on screen from the original game. Serving as both a prequel and a reboot of sorts, Mirror's Edge Catalyst swaps out the last-gen title's Unreal Engine 3 for DICE's proprietary Frostbite 3, with the developer targeting 60fps for this latest outing - a sizeable jump from the 30fps original.