Tomb Raider Definitive Edition Comparison Video
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Tomb Raider Definitive Edition - PS4 = ~60fps, XB1 = ~30fps
Verified sources close to Rocket Chainsaw have detailed performance and rendering quality of both the Xbox One and PlayStation builds of Tomb Raider: Definitive Edition. And for that we’re thankful. So here it is!
On average:
PlayStation 4 = 60 fps
Xbox One = 30 fps
Yes, the PlayStation 4 build is, on average, twice the framerate of the Xbox One build. Both builds are rendering at native 1080p resolution, and generally look the same in graphical effects (though some minor differences may apply). Performance is a different matter. Both feature unlocked framerates, meaning framerate fluctuates between higher and lower values. The Xbox One build can technically reach around 45 fps, though this performance is generally only achieved during the most empty, simplest environments. For most of your play, and during action scenes, the Xbox One build will sit on around 30 fps. On the other hand, the PlayStation 4 build will attempt to hit 60 fps as often as possible, and does a pretty good job of doing so, but does have slight dips under 60 fps during certain scenarios.
So there it is. Both 1080p. PlayStation 4 = ~60fps average. Xbox One = ~30fps average. Take with a grain of salt if you’d like, but we’ve confirmed it on our end, and confirmation for the rest of the world is only a week away.
Exclusive scoop from us: the framerate and game performance of Tomb Raider Definitive Edition for Xbox One and PlayStation 4 revealed!
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TressFX is no joke. Shit will kill your fps if you don't have a capable setup. 'Tis the price you pay for gorgeous hair physics.Comment
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Albert Penello downplays XBO/PS4 difference in Tomb Raider; "we just shipped"
“Look, I had a lot of time to think about this and I believe in what I said. I believe that the differences between the boxes [PS4 and Xbox One] is not all that great and I know what is going behind the scenes and I have access to more information about some of this thing than a lot of people. Sometimes people tend to neglect the points that are in my favor and they like to highlight the points that tell me I am wrong. I still think Ryse is still the best looking game on any platform. Period. End of story,” he said.
“I think if you look at the title which we launch, which were multiplatform titles. The bulk of them were the same. I think there were 12 titles were released on both platforms [PS4 and Xbox One], leaving three, all of them had the same performance on both boxes. Everybody wants to focus on frame rate, there is Tomb Raider, there is a resolution thing going on and OK, there could be a lot of reasons why that could be true but we are just a [few] weeks in, we just shipped, it’s a long generation. People who bought an Xbox One are going to be in for an awesome generation of games that are only going to get better. I think these little things get way overblown versus like the quality of the games and the real differences in experiences which are pretty minor,” he said.
“Look, I had a lot of time to think about this and I believe in what I said. I believe that the differences between the boxes [PS4 and Xbox One] is not all that great and I know what is going behind the scenes and I have access to more information about some of this thing than a lot of...
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Digital Foundry: Tomb Raider: DE on PS4 vs Xbox One
CUTSCENE
Xbox One
Lowest FPS: 27fps
Highest FPS: 30fps
Average FPS: 29.98fps
PS4
Lowest FPS: 32fps
Highest FPS: 60fps
Average FPS: 53.36fps
GAMEPLAY
Xbox One
Lowest FPS: 24fps
Highest FPS: 30fps
Average FPS: 29.84fps
PS4
Lowest FPS: 33fps
Highest FPS: 60fps
Average FPS: 50.98fps
First up, let's compare the two versions of the game running exact like-for-like footage via engine-driven cut-scenes. On Xbox One, we see a lock at 30fps, with occasional dropped frames shifting results lower. Activity is far more interesting on the PS4 side though, with frame-rate varying from anything between 32fps to 60fps across our sample, with elements such as TressFX, depth of field and transparent alpha effects hitting frame-rate in a cumulative manner. Note in particular how scenes that switch between the TressFX-enabled Lara and the rest of the cast can see sudden switches in performance.
From synchronous rendering in engine-driven cut-scenes, we move on to actual gameplay, where we capture action from the same areas of each version. Clearly the results here won't represent exact like-for-like testing, but they do give us a better indication of how each version actually plays. There's a 71 per cent frame throughput boost on PS4 in these tests that owes much to the unlock, but a remarkable variation of 33-60fps across the run of play. For its part, Xbox One is clearly more consistent, but a lowest reported frame-rate dip of 24fps isn't great.
The overall feeling we get from the game is that two different developers handed in two different performance levels, and decisions were made on how best to work with the results. With the PlayStation 4 averaging at 50fps and often hitting 60fps, frame-rate was left unlocked, producing the markedly higher results you see in the tables above.
For Xbox One, we can only speculate, but we suspect that a lower overall performance resulted in even more noticeable judder were the game to remain unlocked - which would look really unattractive compared to the capped 30fps frame-rate we see in the final game. What's curious from our perspective is that United Front Games on Xbox One would have benefited from a reasonably straightforward porting process from the original PC DirectX 11 code since both platforms use the same API, while Nixxes would have needed to translate the original PC version across to the PS4's LibGNM API - not exactly a walk in the park based on this presentation from Ubisoft Reflections, who are handling the PS4 version of The Crew, ported across from the PC DirectX 11 codebase. Another development source we reached out to suggests that the DX11 'driver' for the Xbox One still requires a lot of work.
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