Slightly Mad Studios eagerly anticipated racer, Project Cars, will see a release in just a few days time, and ahead of the titles release, the studio have gone on record and detailed how the console version of the title will stack up against the PC port at a variety of different settings.
Firstly, the title will feature Anistropic Filtering on both consoles, which was beefed up from 4x AF in an earlier build to 8x AF in a more current build. This will improve the overall quality of the textures, particularly road side.
The console will also feature Anti-Aliasing, and not a weak post shader type of AA such as FXAA either; instead both the PS4 and Xbox One versions of Project Cars will enjoy the use of Enhanced Quality Anti Alising, which will be running at 8 fragments and 4 samples. The developers point out that this will provide the same visuals as 4x MSAA on the PC. EQAA is an AMD type of AA, which smooths aliased edges without requiring additional video memory, and with a minimal performance cost.
The developers have also confirmed to be leveraging the power of the Xbox One’s seventh CPU core, which you might remember after an SDK update is now available to game developers. Previously, only six of the eight processors were available for game usage, but we’ve since learnt by means of the SDK leak (analysis) that up to 80% of the seven CPU core can be used by developers. The seventh core is supposedly being used for a lot of audio processing (for example, audio mixing and sound synthesis) but also grass generation has been loaded up to the processor too.
Switching things to the quality side of things, and it’s been confirmed that Project Cars on the Playstation 4 and Xbox One will be a mixture of both medium and high settings of the PC. The below information are the resolutions and quality of the shadows for the game:
PC Low – 512×2048, 16bit, 2 spot shadows
PC Medium – 1024×4096, 16bit, 2 spot shadows
Console -1024×4096, 32bit, 4 spot shadows
PC High – 1408×5632, 32bit, 4 spot shadows
PC Ultra – 2048×8192, 32bit , 4 spot shadows + enables shadows in Environment Maps
“There are actually two EQAA resolves, one before Motion-Blur (which is executed in HDR) and one before tone-mapping / bloom composition. On PC with motion-blur turned off, each sample of the MSAA target is tone-mapped individually – however since console always has MB enabled per sample tone-mapping is switched off.”
Thanks: Neogaf