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Assassin's Creed Rogue Remastered Vs Original

Assassin'south Creed Rogue Remastered: a new charter of life for an disregarded game

All console versions tested.

A successor of sorts to the brilliant Assassinator's Creed Black Flag, Rogue was somewhat overlooked when information technology was released dorsum in 2014. In that hard 'cantankerous-gen' period, Rogue was designed to take care of Xbox 360 and PlayStation 3 owners, but the primal focus for the series was the technologically ambitious, but ultimately flawed, Assassin's Creed Unity - Ubisoft's series debut for PS4 and Xbox One. Rogue didn't really deserve its 2d tier status - it was a great game with a lot of visual highlights and with the release of this week's remaster, the game gets a 2d chance to shine.

Of course, the key question is straightforward enough: to what extent has the game actually been remastered? Ubisoft's PR describes 'enhanced graphics with improved surroundings rendering, upscaled shadow resolution, denser crowds and more than'. Certainly, after playing the opening hours on PS4, Xbox Ane, and the two enhanced consoles, information technology'south truthful that it'due south not a simple res crash-land. Allow's not forget that Rogue has close ties to Black Flag, a cross-gen game that did receive PS4 and Xbox One upgrades - all of which are present and correct in this Rogue remaster.

Nonetheless, there is evidence that Ubisoft has pushed the Black Flag engine on. To begin with, both the standard PS4 and Xbox One consoles run at 1080p resolution (up against Black Flag's 900p on the Microsoft console). The but attribute to distinguish the two is in anti-aliasing quality, where the base of operations Xbox One pushes a rougher looking frame, despite the shared pixel count. It'southward a similar situation on the enhanced machines; both Xbox Ane Ten and PS4 Pro deliver native 4K - a 4x resolution bump over the base of operations models, but with the 10 model producing slightly rawer edges by comparison. In all cases, the improvement in prototype quality over the last-gen versions is tangible, specially going from Xbox 360's circa 1200x688.

Many of the remaster's other upgrades already be in Assassin's Creed Rogue's electric current PC version. It follows that compared to Xbox 360, yous become massively upgraded smoke and particle furnishings which fall in line with PC'due south acme settings version. On top of that, texture quality is improved, giving all remastered editions the aforementioned resolution maps as PC'due south max preset, once more setting information technology autonomously from terminal-gen consoles. Remarkably, bearing in mind their vintage, the textures concur up surprisingly well, fifty-fifty when running at 4K on the enhanced consoles.

Here's how Xbox One and PlayStation consoles - standard and enhanced - stack up confronting Rogue'southward original release on terminal-gen consoles and PC.

There are also a host of other small changes, including a push for more NPCs, but in terms of visual design it'southward clear we're getting a big leap over the last-gen release. Fifty-fifty volumetric effects like god rays are enhanced massively for the remaster, compared to the stripped back expect on Xbox 360. It even goes further with changes over and in a higher place PC: reflection shaders at present sport a gaussian blur that movement away from the pristine, mirror image result on the Xbox 360 and PC at summit settings. Information technology's a different method, and while the remaster's effect is blurrier in still shots, it does a improve job of simulating lite refraction on bounding main surface..

In terms of geometry - model detail and terrain pop-in, essentially - a lot remains unchanged from the old PC version running maxed, and broadly speaking it'due south the same deal. However, there are some occasional tweaks, with the remaster delivering broader environment LODs, and also pushed out foliage draw distances. There are examples of changes to tree density too, merely in general, the overall feel is still comparable to the older PC version of the game.

All told then, you don't need to go all out on a powerful Xbox 1 X or PS4 Pro to get the all-time features from the game - they're all nowadays and correct on the base consoles likewise, just rendered at the standard 1080p. Still, Rogue scales well to native 4K and a particular highlight is naval warfare: combining wave physics, smoke furnishings, plus volumetric lighting and those beautiful god rays just looks a care for at ultra Hard disk.

PlayStation 4
PC
Xbox 360
Assassin's Creed Rogue Remastered on PS4 compared to the original version on PC and Xbox 360. Resolution-wise this is a native 1920x1080 on Sony'southward standard PS4, next to the circa 1200x688 used on Xbox 360. This remaster has a lot in mutual with PC, using its max settings for textures, shadows and foliage.
PlayStation four
PC
Xbox 360
The world layout is largely every bit-is, simply terrain draw distances are pushed very slightly farther afield on the PS4 remaster.
PlayStation 4
PC
Xbox 360
Reflection quality also gets an overhaul for PS4. A new shader is used on the ocean surface to simulate ripples and waves, whereas the original version presents a near mirror image of the nearby scenery (with 360's running at a particularly low resolution). Overall information technology's a blurrier, but arguably more realistic effect. It'due south also a shot that demonstrate differing LODs on the PS4 remaster, where cliffs are rendered at a college polygon count at this range.
PlayStation 4
PC
Xbox 360
Particle and smoke effects are also running at PC's maximum setting in this remaster.
Xbox 1 X
PlayStation four Pro
PlayStation iv
Xbox I
All shots are 4K from here onwards. Yous go a native 1080p on PS4 and Xbox Ane, and 4K on PS4 Pro and Xbox One X (the latter of which uses a less thorough anti-aliasing pass). Shadow resolution gets a boost on Xbox One X though - while both PS4 machines plow in similar results to one some other. Meanwhile Xbox One trails the pack with the lowest shadow quality, and weakest anti-aliasing.
Xbox I Ten
PlayStation iv Pro
PlayStation four
Xbox One
Cadre texture quality is shared betwixt all four machines, and as so for model detail. Withal, there is a split in depth of field quality between the standard, and enhanced consoles.
Xbox One Ten
PlayStation 4 Pro
PlayStation four
Xbox One
Prototype quality is well-baked, and at 4K, leaf pops beautifully on the enhanced consoles in particular. Placement of plants is variable, but overall all platforms render the same details. The standard PS4 however, does show a lower quality texture filtering setting by comparison to other versions.
Xbox One 10
PlayStation four Pro
PlayStation 4
Xbox One
Reflection gets a subtle boost on Xbox One X and PS4 Pro; ship details are sharpened adjacent to the baseline models.
Xbox 1 X
PlayStation 4 Pro
PlayStation 4
Xbox 1
All of the original PC version's top-tier settings make the grade, including volumetric fog and that gorgeous god ray effect. You'll notation PS4 Pro is missing wave and h2o caustics in this shot - something we've put down every bit an bibelot, as it appears in other scenes.

Past and large, all versions offering the same visual feature set, but there are some exceptions. In addition to 4K rendering, dynamic shadows get a stark enhancement on Xbox 1 X, giving sharper, college resolution results beyond what we had on the original PC version. PS4 Pro runs at equivalent to the standard PS4 game, while the base of operations Xbox One gets a reduction in quality here. The second upgrade is the employ of a sharper reflection map on PS4 Pro and Xbox I X. Once again, information technology's cypher radical, but that mirror image comes beyond equally a touch more detailed on the enhanced systems.

As for performance? Well there's no 60fps here - all of the versions tested delivered a rock-solid 30 frames per second instead, putting it broadly in line with Black Flag's original outing on PS4 and Xbox Ane way back in 2013. Information technology's certainly an improvement from the Xbox 360 and PS3 versions, which actually ran unlocked, with frame-rates fluctuating between the mid-20s up to 40fps. Beyond giving us an idea of the corporeality of overhead each console had in sure scenes, it wasn't the best solution - frame delivery was erratic, and the newly introduced 30fps cap in the remaster keeps motion smoothen on current-gen PlayStation and Xbox hardware.

It's a shame that full refresh 60fps couldn't have been delivered in this remaster, but that would take required a significant corporeality of technology effort for what was always a CPU-heavy engine. Still, as straightforward every bit it is, what'due south being delivered here is what nosotros've come up to expect of an Assassin's Creed remaster, and fifty-fifty a cut higher up what we've previously seen in the Ezio Drove. The practiced news is that Assassinator's Creed Rogue Remastered delivers an accomplished and enhanced port of the original PC edition and nosotros've had a lot of fun playing information technology. Information technology's a solid way to revisit an disregarded championship if you missed it back in 2014, where that pick to play at 4K on enhanced consoles is a very welcome bonus.

Source: https://www.eurogamer.net/digitalfoundry-2018-assassins-creed-rogue-remastered-analysis

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