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Meanwhile, the aliased shadows on PS3 and 360 appear to be equivalent to the low setting on PC, which gradually shift across the environment due to the game's day-night cycle.
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The higher quality texture setting on PC is evident on most surfaces, including the rusting girders shown to the left in this image.
Even so, the option to raise the pixel count does still make it much easier to spot upcoming cars, road divides and bollards on PC, which can make for a life or death difference during 120MPH races through busy city streets. This could be a nuisance of PC owners used to "rolling their own" visual experience a clearer picture counts as one of the big boons of playing on the format, but racing through Fairhaven produces an image that looks slightly blurred regardless of your set resolution - an improvement over the console releases, but not quite living up to the dream.
It clears up the sharp edges efficiently enough, but the way it blurs over texture detail strongly points to the residual effects of FXAA, and may not be to everyone's taste.
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Instead we have a post-process AA method applied as a permanent fixture, which looks identical in practise to the implementation on PS3 and 360 - this is no doubt owing to the Chameleon engine's full deferred rendering set-up. Interestingly, despite the wealth of options here, we're not trusted to choose our own form of anti-aliasing from the in-game menu, nor with a discrete tweak to its config file. The PC version we have running is set to the full-fat visual experience we have the high resolution texture pack enabled, with reflections, shadow detail, motion blur and geometry detail all set to high. A similar tactic is employed by Battlefield 3 to save on memory bandwidth, which can be a hog for games using various advanced rendering features. But instead, the margins are kept small enough to blend in with the black borders of most HDTVs (or else vanishing into the overscan area) making it unnoticeable unless compared with the PC release. Thankfully no upscaling is involved here to stretch this frame-buffer to the full-screen which might have muddied the image quality. The actual visible output on PS3 and 360 is trimmed down to 1280x704 apiece, where 8 pixel high borders can be spotted at the top and bottom of the screen. PCĬut-backs have been made to the resolution on consoles, though they are slight.