Mass Effect 2 demo: Xbox 360 vs. PS3 Face-Off
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Mass Effect 2: PS3/360 Engine Performance
Published 22 December, 2010 Duration 3:03
Comparison video of BioWare's epic space opera.
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Comments (12) Latest comment 1 year ago
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(I'm not a xbox fanboy, I have a PS3, but this just does not seem like anything that would give me enough reason to buy the PS3 version of the game)
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It's interesting to see how glitchy some of the camera focus effects are when viewed in slow motion! They looked fine when played at full speed.
In some places the heads look more detailed on the PS3 and sometimes not. Perhaps they're using Quincunx which is reducing the detail slightly on longer shots? I'll definitely give this a download tonight to give it a try.
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fnaarr fnaarrr
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Also on the PS3 version, they slapped on a ton of generic black blocks to create shadows that don't come from a light source, where as the 360 version of the shadows are created BECAUSE of a light source. It looks artistic than technical, so it's up to the individual to like it or not. You can also see they use the black blocks to *hide* some of the deficiencies in the PS3 version.
On the PS3, you can tell overall lighting is done on a much smaller scale, where a few lights are placed around the character models. In the 360 version, each character is lit up by the ENVIRONMENT and not just simple last-gen light sources.
Overall they look pretty close, but you can definitely see that the 360 version has more natural lighting because of the "environment" where as the PS3 version clearly lacks this. Going by this, it looks as if the PS3 ME2 is running with dynamic lighting features turned off (or scaled down). As you all know, UE3 is scalable so even lower end machines can run it.
On a technical level, the 360 wins, no debate can be had on this as it's doing everything properly (lights/shadows are dynamic). On the PS3 version, some of the shadows/lights are exaggerated, most are static and NOT generated by the environment, but it may look more artsy because of their false placement.
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