NDAs Prevent Devs From Saying PS4 Is Stronger Than Xbox One

By William Usher 2013-11-07 13:55:29 discussion comments
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Okay, so we've already established by now that the synthetic benchmarks and the theoretical benchmarks all place the PS4 anywhere between 33% and 50% more powerful than the Xbox One in GPU, CPU and memory performance. However, you'll find that no one in the gaming arena has explicitly come forward and said “Hey everybody, X console is literally stronger than Y console and it can affect your games” . Why is that? Non-disclosure agreements.

Metro's Game Central recently had an interview with Infinity Ward's executive producer Mark Rubin and his PR lackey regarding Call of Duty: Ghosts – a game that's been lambasted across the board for lots of technical issues, but managed to make $1 billion dollars despite the harsh criticisms.

The interview is the sort of thing that gives weight to the growing impertinence exercised by the core gaming community. It blatantly asks, says and illustrates exactly why so many people have come up in arms against chief members of the Doritocracy.

Forewarning: What you're about to read feeds into all the tin-foil hat conspiracy theories about media downplaying the nearly irrefutable power difference between the Xbox One and PS4 and may incite fanboy rage of Halo-turning-into-a-PlayStation-exclusive proportions.
Game Central: So, just finally, I have to ask: why does the PlayStation 4 version look so much better than the Xbox One? Is the resolution really the only difference?

Mark Rubin: [laughs] Yep, it’s the only difference. The TVs are different on some of them, but… they both have their different rendering engines but they’re as close as possible. It really comes down to resolution. Xbox is upscaled 720, it’s outputting at 1080p but it’s upscaled from 720. Whereas PlayStation 4 is native 1080p. So that’s really the only graphical difference. But it is enough. Some people here are saying they don’t really notice a difference…

GC: Is the PC version still better?

MR: There’s actually some features that we’ve added to the PC that are definitively not on any other generation. We worked with Nvidia a lot with this, but we have a different form of anti-aliasing that’s really new and advanced – that isn’t on current or next gen. We have a fur shader on the dog and on the wolves, they actually have a moving fur shader that works really well, for PC. And the third one, which I think is one of the coolest ones, is we’re using Nvidia’s APEX Turbulence tech to have smoke that actually wisps and waves and moves out of the way of objects.

GC: So is that something the new consoles can’t do or you just didn’t have time to implement it?

MR: No, it’s… well, you can do almost anything, almost. Tessellation can’t be done on current gen for the most part, because it’s a DirectX 11 feature, but we could still do it but you’d get a frame rate of 2. So that really becomes the reason we do everything: the reason the Xbox One is 720, the reason the PlayStation 4 is 1080 is we’re trying to make the game look as good as it possible can and making sure we maintain our 60 frames per second.

We maintain the latency and the speed and the things that people actually care about. Even if they won’t admit it, the thing that makes Call Of Duty popular is how it feels, because of those priorities.

Okay hold up, we're going to have to take a page break and continue this on the next page (word count policy reasons and page clicks... because we're not going to pretend they don't mean anything). But I would like to point out that things heat up to a point where it would make a lot of people embarrassed to say that this is how the gaming industry works.

Adam Sessler may be ashamed that gamers throw him “libel” and “threats” over Twitter for a few comments, but I would say I'm ashamed that there's such a huge power-play on the way gamers are able to receive information.
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