Face-Off: Dungeon Siege III
Donkey bunch.
| - | Xbox 360 | PlayStation 3 |
|---|---|---|
| Disc Size | 4.3GB | 4.75GB |
| Install | 4.3GB (optional) | 2014MB (mandatory) |
| Surround Support | Dolby Digital | Dolby Digital, DTS, 5.1LPCM |
Kudos to Obsidian: in developing its own Onyx engine technology, the studio has managed to create a new action RPG that has its own highly distinctive visual look, rich on incidental detail, atmospheric effects and heavy on dynamic light and shadow. In what is essentially an HD reworking of classics like Baldur's Gate: Dark Alliance on PlayStation 2 (albeit without the super-smooth frame-rate), Dungeon Siege III offers plenty of RPG-fuelled enjoyment, but essential elements of the game mechanics are lightweight in nature, and the kind of depth we've come to expect from magic and combat dynamics in this genre feels somewhat lacking.
In terms of the quality of the game across the three major HD platforms, Dungeon Siege III manages to hand in a mostly equivalent experience. Certainly from an image quality perspective, you'd be hard-pressed to tell any of the versions apart from one another, though similar to Alice: Madness Returns each individual release has its own particular strengths and weaknesses, albeit at a much less dramatic level. However, in terms of performance, the two console titles are very, very different.
Let's commence the proceedings with the traditional head-to-head movie, which serves to highlight what a good job Obsidian has done in equalising visuals across both platform. There's also a weighty Dungeon Siege III comparison gallery to pore over.
Dungeon Siege III on PS3 and Xbox 360 - use the full-screen button for 720p resolution, or click on the link below for a larger window.
The fundamentals all look fine: both Xbox 360 and PlayStation 3 are rendering at native 720p resolution, and both seem to be using the same kind of custom anti-aliasing solution which seems to offer different degrees of edge-smoothing depending on the situation. Even if there were no AA at all, there's a strong chance that Dungeon Siege III would look fine regardless: there are few high-contrast colour schemes in the environments and there's generous amounts of bloom and other post-process effects that serve to soften the overall look of the scene.
We'll move onto the specifics of the visual differences shortly, but of more importance is the basic performance level of the game: the key difference between the two console releases. Dungeon Siege III seems to run with very different profiles on Xbox 360 and PlayStation 3. While v-sync is maintained on both platforms (so no tearing whatsoever), the Microsoft console appears to be solidly capped at 30 frames per second, while the PlayStation 3 game is allowed to pump out as many frames as it can at any given point - which fluctuates considerably.
In situations like this, typically we would prefer the capped 30FPS approach (or better yet, a choice in the options a la BioShock 1 and 2) as this standardises controller feedback and gives the game a more consistent look and feel. Unfortunately, consistency is probably the last word you can use to describe the frame-rate of Dungeon Siege III, as our performance analysis showcases quite effectively.
Both console Dungeon Sieges are v-synced, so no tearing, but there are some quite startling variations in frame-rate owing to the PS3 version running unlocked while 360 is capped at 30FPS.
In general gameplay, the uncapped frame-rate tends to see the PlayStation 3 version operate at around 30-35FPS, but the advantage over the capped 30FPS on 360 isn't really evident during gameplay and only really serves to add judder to the movement of the game, especially noticeable as you traverse the environments. Similar to God of War III, in simple environments lacking other characters we can see PS3 performance skyrocket, with close to 60FPS achieved on the odd occasion. Both versions seem to take a serious hit to performance when there are many effects in play, but on balance when performance dips the PS3 version has a small advantage.
While the performance analysis video concentrates on combat situations where we would expect the engine to be under the most stress, it's worth pointing out that even basic traversal leads to a lot of dropped frames or judder on either platform. Based on the stats alone the PS3 version wins hands down in terms of average FPS, but it's an interesting example of how higher frame-rates doesn't necessarily translate into a better game experience, and why developers tend to target a straight 30 or 60FPS. The real impact on gameplay is when performance drops below 30FPS: something that can happen at the drop of a hot on both console platforms.
Other differences between the two versions are nowhere near as pronounced and very difficult to pick up on. Think of these variances as engine curiosities rather than anything to factor into a purchasing decision. For what it's worth, shadow quality on the Xbox 360 game appears to be higher with softer edges (and very close indeed to the PC's highest setting) while the overall look is harder on PlayStation 3, and we also see marginally improved texture filtering on the Microsoft console too.
For its part, the PlayStation 3 also has its marginal advantages as well: some normal maps are rendered in a higher resolution, resulting in more detailed ground, for example. Minor, incidental detail on characters can also see the occasional dropped/lower resolution normal map too.
In the top shot we see one example of how some normal mapping elements have been dialled back a touch on the 360, while in the bottom shots we see how texture filtering is a touch more refined on the same console.
In reality, this is small beer, particularly when the camera viewpoint by default is so far away from the player for the most part. By far the biggest issue is the inconsistent frame-rate, so we should expect the PC version to let us power past the shortcomings of the Xbox 360 and PlayStation 3 versions, allowing gamers to enjoy the environments and effects the way they're meant to be seen.
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Comments (39) Latest comment 5 months ago
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XBOX for3v3r eh guys?
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My only gripe with it is when changing weapons and armour, your character looks exactly the same regardless of the kit you are using.
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Been listening to Snoop Dogg by any chance?
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Like you can tell the difference mate...
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In the screenshots displayed, im uncertain what exactly the ps3 shot is showing that is better than on 360 shot when it says that normal mapping is better, and in second set of shots where it says texture filtering is better on 360, im seeing clearer textures on ps3 version still eg look at the well type object in left hand corner where 360 texture seems blurred in comparison)
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I agree - Especially since all Europgamer (and the DF) articles & written specifically to cater to your tastes alone.
It's an outrage I tells ya!
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"...and the actual process of saving your process is much faster than it is on Xbox 360 and especially PS3."
It DOES auto-save, and manual saving is almost instant.
@Ferral:
You need to keep playing, your characters will change quite strikingly in time.
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It has been perfected over decades what good controls there are for dungeon crawlers and yet obsidian were adament to implement console style controls.
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I completely disagree. Having an unlocked framerate just allows the engine to spit out as many frames as the hardware can do, however it does not improve performance. Given that frame-drops don't drop as hard on the PS3 just means the engine performs better on the PS3, it's nothing to do with the uncapped framerate.
DF is getting lazy. They barely even went into what the AA method was or how it compared to standard MSAA. Also little was done on the console side in comparison to the PC side. It's basically a given that the PC version will always look better so I feel it's kind of a waste just talking about how much better it looks unless the graphical changes between the PC and console versions are done in detail (And don't include things like framerate or textures, which are given to look better on the PC).
Also the article doesn't say what parts of the game put the most strain on the engine, just that the on PS3 "[performance is better] when the engine is under pressure"
Under pressure?
The game isn't a steam engine -.-
please be more detailed next time DF
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Love it!
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I don't understand folk who turn their nose up at games designed around the pad. The strength of the PC is its flexibility, and not owning a pad with your gaming PC rules out entire genres of games from being played properly, whether that be football, driving, or games like this.
Saying all that, I preordered this via Steam (where DS1 and DS2 were thrown in as incentives), and I've had more enjoyment playing through DS2 again than I have with DS3. Problem is, making a true sequel would have been next to impossible using a pad, and as we all know, consoles are where the money is.
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1080p support? Do you mean upscaled 1080p? (Like all 360 games in fact). And Dolby Digital is 5.1 surround sound, not mixed stereo.
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Erm no they don't. Each piece of armour or weapon, no matter how large or small, are all depicted via all characters. Have a closer look next time.
By the end of my first campaign, I had a couple of great wings on my armour. Looked very cool with my sword constantly dripping blood.
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This had the potential to be a much better article with it being the first outing of the Onyx engine, a technical analysis into how it handles all of the effects and animations would have been nice, especially given the support that Obsidian has within the EG readership, I know I'm not the only one looking forward to an Obsidian IP powered by this rather impressive looking engine
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But hey, the first post is skewed pro-PS3 bullshit, which gets voted up, then a dry clinical correction gets voted down. The inescapable conclusion to be drawn from that? Sony subjects REALLY love their bullshit!
At any rate, Obsidian's priorities often seem to favor the PS3 in some areas. And if even the PC version is more CPU bound than other games it would seem to make sense that the PS3 architecture suits this engine well. I like seeing the chips fall where they may, no matter which side of the divide they land.
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The usual EG H2H farce.
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To explain it to people who haven't been reading DF's articles for very long, the PS3 could have been the best console version in terms of performance. Why isn't it? Because Obsidian inexplicably refused to cap the frame rate to 30, leaving the average frame rate lofting around the 35-40 mark. Because this is incompatible with the 60Hz refresh rate being transmitted to your HDTV (which demands 1 frame per refresh, or a repeat of the same frame for two refreshes), this will always give a perceived judder effect to movement, and impact the consistency of the controller's responsiveness.
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Sub-HD review of the face-off. Change your name, mate.
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For the first time in five years, PC fans can claim, correctly, that their version of most games is better.
Except for the horrible mouse/keyboard arrangement, and having to sit on an office chair instead of a sofa.
I'll stick with console for now.
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we note that it is a technical analysis of a great game
frankly I would not have done more are good, without going deep at all.
good job for a mediocre game was made too
I wanted an analysis of battlefield3 as MW3.
wrote on twitter that have made the video ...
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