Xbox 360 vs. PlayStation 3: Round 29
Marvel vs. Capcom 3, Test Drive Unlimited 2, Fight Night Champion, Stacking, de Blob 2.
All killer, no filler - there are five top-rated titles in this instalment of our ongoing Xbox 360 vs. PlayStation 3 comparison comparison, covering off the cream of the crop from the latest cross-platform releases.
It's a huge article backed up by hundreds of supplementary screenshots alongside 11 high-definition videos, so let's move swiftly along to the line-up, complete with handy links to get you to the right page and the right game as quickly as possible.
- Marvel vs. Capcom 3: Fate of Two Worlds
- Stacking
- Test Drive Unlimited 2
- de Blob 2
- Fight Night Champion
Coming up soon on Digital Foundry, we'll be taking a look at Dragon Age II on console and PC formats before moving on to THQ's Homefront.
Many thanks to David Bierton and Alex Goh for their contributions to this piece.
Marvel vs. Capcom 3: Fate of Two Worlds
| Xbox 360 | PlayStation 3 | |
|---|---|---|
| Disc Size | 2.8GB | 3.16GB |
| Install | 2.8GB | 1497MB (mandatory) |
| Surround Support | Dolby Digital | Dolby Digital, 5.1LPCM |
It's been a 10-year wait for Marvel vs. Capcom 3: Fate of the Worlds to finally arrive, but thankfully it's been worth it. Capcom's latest may well have a simplified control system and a reduced (though still plentiful) cast of heroes and villains, but beneath the accessible veneer is the kind of depth we would expect from a top-tier fighting game by the acknowledged masters of the genre.
As with Street Fighter IV, MVC's return demonstrates that fighting games can still be relevant and popular. However, unlike SFIV, outside of the core gameplay this release isn't quite as impressive in terms of the complete package on offer. It lacks much in the way of the extra modes and additional options which came as standard in both vanilla and Super versions of SFIV, and as such sometimes feels a little empty in comparison.
It's fair to say that Capcom has done a great, if not completely exceptional job with the actual game as a whole, but how does the game stack up as a multi-platform release?
As with Super Street Fighter IV, there's not a whole lot in it, with only a few, very minor graphical differences separating the Xbox 360 and PlayStation 3 releases. The jump from Street Fighter's custom engine to the use of the MT Framework setup has tangible benefits for the graphical make-up of the game, while also unifying the development toolset across a even greater range of titles for the developer.
Marvel vs Capcom 3: Xbox 360 vs. PS3. Use the full-screen button for 720p res, or click on the link below for a larger window.
MVC3 renders in 720p on both platforms, but neither exhibits any form of anti-aliasing. Previously, for both iterations of Street Fighter IV, the 360 game benefited from the use of 2xMSAA, while the PS3 version had no anti-aliasing at all. Due to the make-up of the artwork, combined with the way that the human eye blends high frame-rate action, the difference was negligible and the omission wasn't such a big deal. In the case of MVC3, aliasing is only apparent in higher-contrast areas, or in stages with plentiful amounts of more finely detailed structures.
Low-resolution alpha buffers are used on certain effects, which can lead to jagged edges on the characters when they overlap.
During pre-fight sequences and the execution of hyper combos, we also see that the 720p rendering resolution is maintained on both platforms no less (in contrast to the original Street Fighter IV). However, given the heavier requirements on memory consumption and bandwidth, something else besides anti-aliasing had to give.
With MVC3, Capcom has chosen to render some of the game's visual effects in a lower resolution. The main elements that seem to be affected are the various fire effects used in explosions, and on some of the various pyrotechnics when special moves collide with their intended target. As you can see below, the result is that there is some artifacting around the characters when the effects overlap with the higher-resolution character models - an inevitable consequence of blending with a low-res alpha buffer.
Other effects also are pared back in this way, but not all. Many still seem to be rendering at full res, or at least close to that, for the most part, with some looking poorer due to being upscaled at various points. In any case, the game's smooth 60FPS update and fast-paced nature makes these small instances fly by without impacting on the look of the game.
So far, in terms of the whole graphical make-up of the game, everything has been built around carefully achieving, and indeed constantly keeping a 60FPS update. The lightning-fast controller response time that such a frame-rate provides is absolutely paramount to the experience. The question is, can the developer sustain that all-important 16ms refresh on both platforms?
It's virtually impossible to demonstrate anything resembling like-for-like gameplay in a fighting game of this nature, so instead of the usual head-to-head performance analysis video we've taken a different approach. Here we have a series of matches taken from our initial fumblings in Arcade Mode, giving you an impression of how the game performs across the run of play. We'll kick off with the Xbox 360 version.
Performance analysis of the Xbox 360 version of Marvel vs. Capcom 3 demonstrates how v-sync is lost when 60FPS cannot be sustained.
As with the previous MT Framework titles we've seen on the Microsoft console, Capcom has adopted a double-buffered approach. The renderer displays one frame while calculating the next, then flips the framebuffer. If a frame runs over budget, the switch in buffers occurs during refresh, resulting in screen-tear. As you can see, only the insane Hyper moves and occasional team attack cause any kind of issue for the Xbox 360 version of the game; otherwise we see a full-fat 60FPS experience.
For the PlayStation 3 version of Marvel vs. Capcom 3, we also see similarities with previous MT Framework titles in the way the framebuffer is handled, resulting in a different performance profile.
Frame-rate drops are much more pronounced on the PlayStation 3 version of the game, but the good news is that there is no tearing whatsoever.
MVC3 is v-synced on the PS3 - frame-rate is lower in busy areas, but there is no tearing whatsoever. Hyper moves and tag-team crossovers are the common cause for frame-rate dips and the drops in the intro scenes are especially noticeable.
The implementation of v-sync sees tearing completely removed from the experience, but it comes at a cost. On 360, the framebuffer flips mid-refresh, resulting in screen-tear, but it does ensure that the latest action to be processed internally is displayed as quickly as possible. With PS3, the game waits until the refresh is complete before updating the screen, resulting in the game effectively stalling in the mean time.
You may also like...
-
Gravity Rush Review 48
-
Sony patents method to interrupt your gaming with an ad 109
-
Wii U Aliens: Colonial Marines is best-looking version because of console's "more modern tech" 76
-
Kingdoms of Amalur: Reckoning needed to sell 3 million to break even 65
-
Activision vs. Vince Zampella and Jason West: Inside the game industry trial of the decade 70
-
Skyrim gets mounted combat in new update 58
-
Arma 3 in-engine footage shows off lighting tech 19
-
App of the Day: Go Robo! 2
-
Ghost Recon: Future Soldier Review 132
-
Minecraft overtakes Black Ops on XBL activity chart 25
-
Dirt Showdown Review 89
-
Minecraft total sales hit 9.2 million 8
-
FIFA has a new world champion 8
-
How the Darksiders 2 delay benefits you 9
-
Anarchy Reigns delayed in the West, Platinum says 10




Comments (77) Latest comment 1 year ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Jesus.
Comment below viewing threshold Show
Comment below viewing threshold Show
Which is a shame, given that if it did what it says on the box, it'd be great.
Comment below viewing threshold Show
Jesus.
No we fucking don't. I still want to know what the best version of a multiplat is and actually, given I detest tearing it looks like i'll plump for MVC3 on the PS3 when it hits that sweet price spot.
So, all in all its very fucking useful. Keep it up, EG.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Overall both consoles are closer with minor variances, and anyone owning either version wouldnt feel ashamed really.
Comment below viewing threshold Show
You might want to read this - the controls are still sampling at 60Hz
http://c0de517e.blogspot.com/2011/03/tel...
Comment below viewing threshold Show
I can actually say that graphically, im ready to invest in NEXT gen soon now(nearest 1-2 years). Its that or get a new PC (which would get expensive if im out for a solution that can last for 5-6 years).
Comment below viewing threshold Show
A beat em up, a boxing game, some wii game, an xbl/psn title and the only real star of the show being tdu2(in terms of being a bit more advanced than the rest).
Looking forward to the dragon age 2 face off though.
Comment below viewing threshold Show
Comment below viewing threshold Show
... not that it really matters I guess as I wouldn't have even known it wasn't HD if I hadn't read this face-off! So a PS3 win then...?
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
or for fan boys:
360 fuuck yeah!!!
ps3 multiport blah blah, ue3, exclusives are better than 360 can do etc etc, carry on ad infinitum
Comment below viewing threshold Show
Comment below viewing threshold Show
Would make sense imo.
Comment below viewing threshold Show
Yep that would make it easier.
Going on what's written in the face off it looks like:
Slight 360 winners:
Marvel vs. Capcom 3
Tdu2
Fight night champion
Slight ps3 winners:
De-blob2
Stacking
That's how it read anyway, pretty even set of boring games.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Can't believe Face Off is on round 29 and still fuckwits are saying the same shit as when round 1 appeared.
Comment below viewing threshold Show
Comment below viewing threshold Show
]http://reviews.cnet.com/game-accessories...[/link]
[link url=http://www.zdnet.com/reviews/product/game-accessories/xbox-360-wireless-controller-with-transforming-d-pad-and-play-and-charge-kit/34173146
]http://www.zdnet.com/reviews/product/gam...[/link]
have a butchers at these review on the dpad.
Comment below viewing threshold Show
Might check out some reviews of De Blob 2, it wasn't on my radar at all, but it looks interesting.
Comment below viewing threshold Show
Marvel vs. Capcom 3
Tdu2
Fight night champion
Slight ps3 winners:
De-blob2
Stacking
...Just accept it!
Comment below viewing threshold Show
Raging PS3 fanboys are raging again?
Comment below viewing threshold Show
[link url=http://www.lensoftruth.com/head2head/verdictps3/head2head-marvel-vs-capcom-3-analysis/
]http://www.lensoftruth.com/head2head/ver...[/link]
All three editors choosed PS3 version.
Their review of the game:
[link url=http://www.lensoftruth.com/reviews/ps3-reviews/infocus-marvel-vs-capcom-3-review/
]http://www.lensoftruth.com/reviews/ps3-r...[/link]
EDGE review
PS3 version tested ( 7 / 10 )
Awesome game by the way...
/ Ken
Comment below viewing threshold Show
Comment below viewing threshold Show
http://www.youtube.com/view_play_list?p=...
Also, you guys needed to have more going on the screen during the MvC3 test, because that was all fairly tame compared to a full-on match where Multiple supers are filling the screen and multiple characters are flying in and out of the screen. (Again watch Winter Brawl to see what I mean)
It's when there are multiple characters and multiple specials going off that it slows down obviously.
Comment below viewing threshold Show
I've got a mate who hates all games on the PS3 and loves all games on his 360 he's called Chris, what's your mate called?
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I thought you were showing off that you had a friend, is he Chris?
Face offs are getting very subjective these days but I still use them when deciding which version of a game to buy.
Comment below viewing threshold Show
This guy has a full explanation: http://c0de517e.blogspot.com/2011/03/tel...
Comment below viewing threshold Show
Is there some reason for that? Like, maybe these games don't actually have an uncompressed LPCM track, but simply a DD track getting processed into LPCM by the console? That wouldn't make much sense though.
Also the games that we know for sure to have a proper LPCM track (eg. pretty much all the first party ones) are tipically bigger.
Or maybe there's something I don't know about game audio and size.
Comment below viewing threshold Show
An MMO with the vast majority of online functions broken and/or disabled, and DLC which they have suspended 25% of the content from within a few weeks.
Comment below viewing threshold Show
Bigger audio files takes longer to load. PS3 devs probably use compressed audio tracks for that reason, then decompress them to whatever format you want.
As long as the right light lights up on the receiver most folks are happy.
Comment below viewing threshold Show
But speedy, he's only going on what he's seen on the game during his testing. He's saying the ps3 version drops more frames than the 360 version does(i've heard other people say that as well). The ps3 version keeps vsync on throughout though so you don't see tearing during the frame drops.
The 360 uses the other method of doing it by turning vsync off when it starts to drop frames.
It's something that happens a lot on games across both systems, as long as the tearing isn't noticible(some say it is on the 360 version)i actually don't mind the 360 way of doing things.
It'll certainly give you the most responsive controls when things are slowing down if vsync is turned off at certain times.
If it's mafia 2 type tearing though then you can forget it. That was too much.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Especially on multi-core hardware there's no reason rasterization should be occurring on the same thread as the rest of the simulation.
You could argue that the actual visual cue is the most important part when triggering a response from the player in a videogame, but you can't say its the totality of it. Because that would imply observation = reaction.
Comment below viewing threshold Show
Comment below viewing threshold Show
have they accidentally named the videos wrong
???
all the rest i can see differences perfectly though
Comment below viewing threshold Show
The fanboy thing died months ago, but its headless corpse is still marching on, unaware of the change.
Comment below viewing threshold Show
Comment below viewing threshold Show
I don't think that blanket statements like this should be made, given that eyesight, screen sizes and viewing distances are variable. What *you* can't see might be highly visible to others.
Comment below viewing threshold Show
the reports are from Richard's perspective.
It's not particularly useful to anyone to litter a review with all sorts of caveats and excuses for every kind of possibility.
e.g. "I found that the level of aliasing was minimal due to the low levels of contrast, but those individuals with blue eyes may notice increased aliasing due to their native level of light sensitivity".
I mean, what's the point?
Of course something things are going to be subjective. I can hardly be otherwise. Doesn't mean that all range of views need be accommodated. It's a face-off "by Richard Leadbetter" after all, not a "face off by everyone".
Comment below viewing threshold Show
MvC3 was the most interesting for me though. I hate tearing, so MvC3 is definitely a PS3 purchase; I can live with a couple of milliseconds delay in the screen updating if it means the image is stable. I'd go so far to say that if the next gen consoles achieve only one thing, it'd be to rid games of tearing for good. I find it strange that a lack of anti-aliasing is generally seen as a really big deal but the image getting torn in two right through the centre of the screen is somehow more acceptable if it gives you a fraction of a second less delay.
I suppose its personal preference, but I think tearing is far more distracting and unsightly than the odd jagged polygon.
Comment below viewing threshold Show
deBlob looks like a lot of fun.
EDIT: I agree with the above post, sound rarely gets discussed - but PS3 usually has the advantage...
Comment below viewing threshold Show
This doesn't happen on the 360 verision. Thought it might have been a demo problem but when playing the finished PS3 game, the same problem occurs with the slow down. Poor game anyway. Very sluggish and unrepsonsive. Worst Fight Night of the series and another lazy EA attempt.
Comment below viewing threshold Show
So STOPPP WHINING!!!! Get both and experience the brilliant exclusives on both consoles xD Then just check the face offs for the multiplats!
Makes sense to me!
Comment below viewing threshold Show
Digital Foundry & B3D >>> Lens of Truth & IGN.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Seriously Eurogamer just stop it. It's embarrassing. Gaming is supposed to be growing up.
Comment below viewing threshold Show
Comment below viewing threshold Show
I'd say that there's a great chance of that happening judging from initial sales. They'll want to get it out on as many platforms as possible to desperately get a bit of a return from the game after how poorly it's sold on 360 and PS3 (less than 3,000 between them in the first week, with the 360 version selling in the three figure range), with the Wii version faring little better.
Comment below viewing threshold Show
Again, a call for a look into the PC version of TDU2. Not from a perspective of a consolelol breakdown, mainly because I read comments about stuttering framerates that lurch about, rather than giving a smooth experience.
There certainly do seem to have been reports of PC having a higher detail level, but also stuttering where the consoles run more smoothly. Whether these are true reports would be the sort of thing DF could confirm or deny.
As for your 'consolelol breakdown' - the fact is that all three versions of the game are horribly, horribly broken, regardless of format.
Comment below viewing threshold Show
ps3 users had to deal with shite ports for years, the odd slight disadvantage on 360 not going to kill u mate.
Comment below viewing threshold Show
Digital Foundry work with video capture hardware & software. The audio is mentioned in the form of output support, so at least you can see if 7.1 etc. is there.
Comment below viewing threshold Show
Comment below viewing threshold Show
When you are playing against humans (particularly: good humans), if your assist hits their point+assist with something that causes an prolonged effect (e.g. fire, ice, lightning, etc.), or if you use a hyper combo that does the same, the framerate on PS3 drops significantly (20-30 range) and for an extended time (2 seconds or more, depending). It's far more conspicuous than the tearing on 360 (which generally tends to happen when at least one of you can't actually do anything, anyway) and a far bigger impact on gameplay.
Seeing ~3 setups of both systems run on a weekly basis at tournaments, the PS3 version has a lot more framerate drops than this article implies, but unless you are a tournament-level player at the game, you'll probably never see it, so there really isn't much to worry about.
Comment below viewing threshold Show
Comment below viewing threshold Show
The average gamer is not a digital foundry reader. Please kindly fkoff and let people who appreciate this appreciate it.
Comment below viewing threshold Show
13/03/11 @ 09:49
ignore poster | #76
-1
Why the hell do people pay attention to this stuff, the only multiplat with noticeable differences released in the last 2 years was bayonetta
Did u miss red dead redemption and black ops ? And theyre just off top of my head. There's been quite a few woeful and at best below average ports over last few years
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show