Already on call to develop Street Fighter 5, Dimps gets its mitts on early with PlayStation 4 and Xbox One to achieve very mixed results. Though cut from a different technical cloth to Capcom's upcoming fighter - a more advanced Unreal Engine 4 title - Dragonball Xenoverse uses the studio's in-house tech to produce a 3v3 brawler in a destructible 3D space. There are some interesting ideas here, but also areas where the tech shows its age on newer hardware.
Dragonball Xenoverse plays out like the earlier Tenkaichi titles; an over-the-shoulder 3D design that has players soar across terrain at rapid pace. It renders at a native 1920x1080 on both PS4 and Xbox One, backed in each case by FXAA anti-aliasing, but the real eye-opener is in its newly added effects. Silicon Studios' excellent YEBIS 3 engine is the saving grace of the package - a middleware solution also used in Final Fantasy 15, adding a suite of strong post-process tricks. [UPDATE 9/3/15 11:24: The title is running on YEBIS 3, not YEBIS 2 as previously stated.]
This the game's selling point on the visual front, helping to lend Xenoverse a current-gen look, even if it is layered over a fairly simplistic world. The main highlights include its motion blur, depth of field, glare, and also several implementations of high-dynamic range lighting. The PC version offers graphical options to tweak each of these settings individually, but in comparison with Xbox One and PS4, it's clear that neither console receives the same top-grade treatment.