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As we move through the various quality levels we find elements such as distant buildings featuring slightly lower quality LOD models in a few places, along with the removal of some walls, fences, and lamp posts that are far away from the player. Indeed, taking a look between very high, high, and medium presets, visual differences are actually quite subtle.
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In terms of overall image quality, the PC game comes out on top, but what's particularly interesting is the way in which it's possible to scale back on graphical presets without massively impacting on the core visual quality of the game. Again, this looks like a bug that perhaps should have been addressed pre-launch. However, the effect doesn't appear to be implemented properly - it adds a small amount of ghosting in motion that some may find distracting. A T2x variant of SMAA is also available which adds a temporal component that helps to tackles additional jaggies. Basic SMAA provides smoother imagery than on consoles with better coverage across the usual sub-pixel objects and on foliage. However, it's also possible to achieve more refined levels of image quality via use of SMAA. Texture details appear slightly more smoothed over in still scenes, but the game's use of camera blur in motion helps to even out the presentation to the point where the drop in resolution is often barely perceivable during gameplay.įor those wanting a lightweight anti-aliasing solution, FXAA is also available on the PC version delivering similar results to PS4.
Xbox One fares a little worse here due to the drop in resolution, but for the most part there isn't too much in it between the two. Coverage is decent on console, although long edges and distant objects fall to pixel-popping artefacts.
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The PS4 game more closely matches up to PC in terms of raw pixel sharpness, but the anti-aliasing options available on PC are a key point of difference.
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In terms of console basics, PlayStation 4 produces a native 1080p image, while Xbox One brings a 900p framebuffer to the table, with both using a post-process solution for anti-aliasing very much akin to the FXAA option on PC.
It's a beautiful game, offering limited but effective visual enhancements over the two console releases, but the ability to iron out the performance issues and hit a sustained 60fps clearly elevates the gameplay. Having spent a week with the PC version, the almost random nature of certain issues is very annoying - and that's a shame.
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Avalanche has promised a patch and asked for patience in its delivery. The only problem is that there's a sting in the tail there - specifically, a notable level of instability. While there's little doubt that the core action delivers, the surrounding technology is clearly feeling the strain on console, and our first tests on our budget gaming PC platform suggested that the computer version may well offer the best available experience. However, Just Cause 3 is a somewhat different animal - as our initial analysis revealed. Mad Max handed in the goods on all three platforms, and remains one of the very few technologically challenging triple-A titles to deliver an almost entirely identical experience between Xbox One and PlayStation 4, with a consistent level of performance to boot. Going into this game, we had every reason to be confident that the studio would deliver. Of course, in theory, the Avalanche engine should be well suited to delivering this type of experience - in essence, that's exactly what it was built for.
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Spectacle is what this series is all about, and in this regard Just Cause 3 certainly delivers - the question is whether the underlying technology is capable of fully delivering the necessary pyrotechnics while retaining its 30fps performance target. Following on from Mad Max, Avalanche Studios throws out gritty post-apocalyptic landscapes for Just Cause 3 in favour of a vibrant and bombastic open world action title, where the emphasis is firmly on crazy stunts and rampant destruction.