A video breakdown covering every version of Soulcalibur 6.įortunately, some aspects are common to all versions. For the base Xbox One, most of the PC-equivalent presets are also dialled back significantly - and that includes anti-aliasing, which takes a visible hit. The biggest difference here? Outside of the quarupled resolution, from 720p to 1440p, this 6TF machine also adds bloom and even a high quality ambient occlusion too. An effective way to summarise it is to compare the extremes, between a base Xbox One and the X model. The trade here is obvious - aside from some small frame-drops in non-playable sections on Xbox One X, Soulcalibur 6 delivers a locked 60 frames per second - essential for a game like this.īeyond that, there are also tweaks to the game's visual make-up. Indeed, a standard PS4 renders only at 900p, while Xbox One only pushes a comparatively meagre 720p. Anyone expecting proper support for an Ultra HDTV will be disappointed, but if you connect the Pro to a 1080p display, it's the only console to give an unscaled match for the final output. Tracking back to the consoles, the next-best version of Soulcalibur 4 is inevitably the PlayStation 4 Pro, though only a native 1920x1080 is possible here. For reference then, a GTX 1080 should be your target for a full 4K60. This still drops frames in targeting 4K at max settings, requiring internal resolution scaling to drop to 80 per cent to lock at 60fps. We tested this on a Titan X Maxwell, broadly equivalent to a GTX 980 Ti and the popular GTX 1070. In terms of the visual feature set, it's effectively a match with PC at its best - the only system that can deliver full 4K. There's no hint of dynamic res scaling, but it does hold up reasonably well even so - just expect more shimmer on specular highlights. Xbox One X fares best here, even though it's only truly hitting 2560x1440 while connected to a 4K display. In doing so, there's a huge gulf in image quality between the four current-gen machines.Īs usual, it's resolution that scales most obviously across all four console versions. At launch, it also gives it the means to scale across more platforms than any entry before it. With the move to Unreal Engine 4, as with Tekken 7, it gives the team scope to push for more effects and shaders than we'd thought possible back in 1998. We have two decades worth of move-set changes, added mechanics and technical upgrades to factor in, where Bandai Namco's efforts today are based on an entirely different engine. It's a direct link that only highlights just how far we've come in the interim. Marking the series' 20th anniversary, a tale of souls and swords is retold once more in Soulcalibur 6 - a sequel that positions itself as something of a successor to the Dreamcast classic, in reprising its cast.
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