9/3/2023 0 Comments Bioshock 2 ps3![]() The reason behind this seems to stem from the fact that the PS3 game is streaming textures directly from the Hard Drive, in which there is a 5GB mandatory install, whereas the 360 is having to load them in directly from DVD. ![]() By contrast when playing the PS3 game I noticed hardly any texture pop-in whatsoever, despite the fact that the extra level of filtering made it easier to spot any potential issues with this problem. This issue was quite infrequent and by and large didn’t affect the most prominent areas of scenery. When playing through both versions one thing that did strike out at me was that texture pop-in was a semi-regular occurrence on 360, with on some occasions in which the higher quality mipmap would load in only a few feet away from the object you were approaching. The PS3 also sees a small advantage in the area of texture streaming and with the LOD system present in the game. In terms of texture filtering, anisotropic is present on the PS3 with 360 instead using the older trilinear method, meaning that texture detail is clearer from further away on PS3, which can lead to some of that version’s less detailed textures actually looking more detailed from a distance. In most areas textures are actually identical across both platforms, and in other areas in which some textures seem blurrier on PS3, they are in fact the same as on 360, with the blurring caused by the lower resolution alpha and transparency effects being rendered. The 360 game seems to have a very slight edge in texture quality and detail, though not always in all circumstances. These are the same ones we find on most cross platform PS3/360 ports or conversions. In terms of texture detail and filtering, there are advantages and disadvantages on both versions to consider. The level of sharpness with regards to the actual geometry is identical across both platforms, and this only changes when certain visual effects are present, in which case the PS3 game seems to blur noticeably over the 360 one. ![]() However just a few minutes into the game things began to change, and it was extremely clear than something was going on with regards to how the effects were rendered in both versions, and the impact it was having on overall image quality.īefore I go into detail about those changes I’ll start by saying that Bioshock 2 renders in 720p (1280x720) for both platforms, with the 360 gaining an image quality advantage from having 2xMSAA (multi-sample anti-aliasing) and the PS3 version once again having no AA solution whatsoever, though a slight edge blur is present without affecting edge sharpness to any detriment. Lighting looked also to be on par for both PS3 and 360, with the only difference I noticed were with regards to the gamma levels being lower on 360, making for some loss of shadow detail in dark areas. Now at IQGamer we roll out the same treatment for Bioshock 2, going over every detail with a fine toothcomb seeing just how close both PS3 and 360 versions are, and of course take a look at the reasons behind any technical differences we find.įirst impressions of Bioshock 2 are rather good, there initially seemed to be very little in the way of differences between both versions of the game, with texture detail being very similar and sharpness being pretty much equal. Earlier this week we brought you our in-depth analysis on the technically proficient Dante’s Inferno, a game that impressed us with its startlingly solid approach to achieving almost 100% parity across both PS3 and 360, and if it weren’t for a slight horizontal blur on the 360 version, it would have been absolutely identical.
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