- DRAGON BALL UNREAL PS4 MOVIE
- DRAGON BALL UNREAL PS4 FULL
- DRAGON BALL UNREAL PS4 PS4
- DRAGON BALL UNREAL PS4 PC
For these segments, both consoles match the PC's look at its best settings.
DRAGON BALL UNREAL PS4 MOVIE
Alas, on close inspection it turns out these are only delivered as encoded movie files, rather than being rendered on the hardware itself.
DRAGON BALL UNREAL PS4 FULL
There is a twist though: the YEBIS 3 lighting effects are in full effect on console for select cut-scenes - typically the opener to each story mission. Draw distances and Havok physics on the environment are like-for-like across all three platforms. Motion blur is engaged on all three platforms, but a lower quality depth of field effect on consoles causes a slight distortion to the background. These cut-scenes are identical down to the pixel, but they are not rendered in real-time by the hardware. Sony and Microsoft's platforms match the PC's visual quality only during pre-encoded video sequences. Even the PC's lowest settings produce a superior grade of glare and lighting compared to Xbox One and PS4.
DRAGON BALL UNREAL PS4 PS4
However, in-game the PS4 delivers the same grade of filtering as both Xbox One and PC. Texture filtering goes in Xbox One's favour here, with sharper textures towards the forefront of the screen in some cut-scenes.
DRAGON BALL UNREAL PS4 PC
Textures, scenery detail and particle effects are evenly paired in quality, while the PC arguably overcooks its lighting in spots. Both console versions are otherwise identical.
PlayStation 4 and Xbox One miss out on Dragon Ball Xenoverse's high dynamic range and glare effects available on PC - exaggerating the game's contrast to produce a more vibrant image. For console owners it's a fixed image, and save for a discrepancy in texture filtering during one cut-scene (a quirk that favours Microsoft's platform), both PS4 and Xbox One offer the same sub-PC visual settings across the board. It's distracting, but a happy middle ground is possible by tinkering within the settings menu and dropping the glare option to low. It's fair to say the PC does go overboard with its lighting tricks when maxed out, with plumes of light bursting from every spark and reflection. ini file allowing us to tweak settings to match console quality, making it difficult to remove the PC's lighting outright. Even with PC on its very lowest settings, where glare and HDR are switched off, lighting on console remains muted when placed directly side-by-side. Both PS4 and Xbox One miss out on the full breadth of the YEBIS 3 feature-set, resulting in a far duller image. In our zoomer gallery below, the difference is clear. High dynamic range is simply switched off on console, while glare (a bespoke form of bloom) is massively reduced as well.
Full-screen motion blur looks superb on all platforms meanwhile, but neither PS4 or Xbox One come close to matching the PC's vivid lighting effects. Depth of field is of lower quality than PC, distorting the background to create a distracting pixel-crawl effect on camera pans.