The impact of this difference is clearly seen in our head-to-head video above and in our Sleeping Dogs 720p comparison gallery. While the 360 game gives a passable impression of a native 720p presentation, it looks significantly blurrier on the PS3, which is the combination of the much heavier upscaling and a stronger FXAA solution covering the final image in a veil of softness. Finer texture details that are visible on both platforms are smoothed over and edges feature a distinct softness that is regularly apparent with anti-aliased sub-HD games. Specular highlights are also subdued on the PS3 due to the stronger edge-detection being employed, although this doesn't come across as a particular downside given that the characters can look a little too shiny in some scenes on the 360.
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Looking at the rendering set-up of both games, the 80-line deficit on the 360 is quite revealing, suggesting the developers worked hard to integrate the deferred buffers into the 10MB of eDRAM attached to the system's Xenos GPU. Meanwhile the use of a sub-HD presentation on PS3 is most likely down to performance and memory issues: the framebuffer doesn't need to fit into a small 10MB space, so instead it is rendered directly into the system's 256MB VRAM. However, larger buffers would eat into this area, thus leaving less room for textures and other effects. On top of that, rendering in a lower resolution saves precious GPU time, which is used to help maintain a more stable frame-rate.
Aside from the obvious resolution differences, it is clear that the PS3 version is missing some of the more intricate texture details found on the 360, a situation not helped by the more aggressive FXAA implementation. We also find that normal maps feature less distinctive bumps and ripples, leading to the affected surfaces looking a touch blockier. The reason for this is that lower-resolution artwork is used on many objects throughout the game, resulting in visible detail loss, while normal maps appear to be using a different, more lossy compression scheme which creates artifacts on surfaces that use the effect. The Xenos GPU has access to improved texture compression technology compared to RSX, which may explain this.
Meanwhile, in terms of post-processing effects, motion blur appears to be identical on both formats, although depth-of-field is stronger on the PS3. Perhaps the developers are using the heavier version of the effect to hide the reduced texture quality and lower LOD differences on the console by blurring them out in motion. It certainly makes the more conspicuous pieces of lower-resolution artwork much less apparent.
The decision to include super-sampling modes at all is somewhat puzzling, given that the technique requires colossal amounts of GPU processing power and memory bandwidth to create anti-aliased images. Super-sampling works by rendering the game in a higher resolution than the framebuffer before downsampling to form the final image for display. And this is what causes such a large performance hit to occur - the GPU is having to render far more pixels than will be displayed on the final output.
"Super-sampling anti-aliasing produces pretty much the best edge-smoothing you'll see, but the penalty on performance is extremely high indeed. FXAA with a high native rendering resolution is the better option for most PC owners."
Dialling down to high settings boosts performance slightly, offering up an extra 10 to 20 frames per second depending on resolution, but the end result is still far below the threshold of what we'd consider to be a playable experience. Image quality is still excellent though, with just a few more jaggies on screen. Instead, the default 'normal' option gives us much higher frame-rates, and improved gameplay, providing a suitably smoother and better-looking release than either console version. However, image quality is dramatically reduced over the high and extreme presets when the game is in motion, with little sub-pixel coverage being provided by the FXAA, which is also running with reduced precision closer to that of the Xbox 360 release.
Ultimately, the choice of super-sampling modes is really only there for high-end users with top-spec systems featuring multiple GPU set-ups. Whether the impact in terms of performance is a worthy trade-off remains debatable - there's a real sense that the reduced image quality present when using the normal FXAA option isn't really an issue when running on 1080p and higher resolutions. The increased pixel-precision on offer helps to better hide the jaggies by giving the FXAA algorithm more information to work with, and as an added bonus you can get much higher frame-rates compared to the super-sampling modes.
Beyond image quality, United Front Games has clearly boosted the PC game up considerably in other areas. The environments benefit from more intricate detail due to higher-resolution textures being in play, which helps to spruce up some of the artwork by giving some surfaces a greater amount of depth - the ground textures in particular are now filled with small cracks and other intricacies barely visible, if at all, on the consoles. Smaller environmental objects also appear more detailed, and the game's LOD system is less aggressive, with higher-quality artwork and additional objects being rendered when the camera is much further away than on the consoles.
A separate high-resolution texture pack has also been released by the publishers. However, this appears to be integrated into the 'core' download package when buying the game from Steam and later installed when the game is activated. We had access to this beforehand with our press download copy, and all our screenshots and videos feature the game with the pack installed.
On top of the upgraded artwork, shadow quality is much improved over the console releases. These elements of the scene are rendered in a higher resolution and are better filtered compared to the Xbox 360 and PS3, while contact-hardening soft shadows are also used, where the shadow penumbra sharpens up when objects interact with them. In addition to the bump in shadow quality, the PC version also features a better use of ambient shading, with higher-quality SSAO and the more advanced HD AO providing increased depth to various scenes while also bringing out even more detail in the characters' faces. Alpha buffers are rendered in higher resolutions than on console, while soft particles further enhance the look of water splashes and other effects.
With Sleeping Dogs, United Front Games has handed in a highly impressive openworld game. The meticulously crafted environments and strong story focus holds together an otherwise 'by the numbers' experience rather well. There's a real sense that the depth offered up by the hand-to-hand combat greatly eclipses that found in other sandbox titles, while the Hong Kong setting creates a more interesting place for events to occur compared to the gritty urban environments found in most open world titles.
Aside from a few issues with regards to a sometimes inconsistent frame-rate, lower-resolution effects and presentation (on the PS3), it's an experience which works very well on all platforms. On the 360, the slightly upscaled framebuffer isn't much cause for concern. Meanwhile, on PlayStation 3, despite the lower-resolution visuals and pared-back texture details and effects, this is still an engrossing experience despite the graphical downgrades. In fact, when it comes down to the gameplay, the PS3 version features a tangible benefit in that the controls somehow feel less 'twitchy' than they do on Xbox 360 - which seems to be down more down to the controller than the code.
According to Sochan, the original game with the PC version's high-resolution texture pack served as the starting point for the Definitive Edition. From there, United Front spent a year tweaking the way Sleeping Dogs looks and plays.
Different Sub/Appid, +1 to library, meaning you'll have a sleeping dogs and a sleeping dogs definitive (like deus ex human rev and deus ex human rev Directors cut) that's another set of cards/boosters/chievos for you if you already own sleeping dogs. Let's see, better graphics but i think its just the free HD textures replacing the vanilla textures entirely instead of being an free optional add on. oh and adding all dlc's to it.
It may or may not run better than sleeping dogs.
It's almost time to wake up some Sleeping Dogs, but first, we PC folks are being thrown a bone (ha ha, dog jokes). A trailer for the soon-to-be-released open world crime drama ( preview here ) runs down the PC-specific features we can expect, including DX11 support, multi-GPU support, a day-one high-res texture pack, and "increased world density," which isn't fully clarified.
The high-resolution texture pack updates the game to a new level, bringing eye-watering detail and crisp clear rendering to everything from city skyscrapers to crumbling ancient temples. Another layer of depth is added for gamers running at higher resolutions using increased small object detail to render smaller items of the world from a far greater distance to give an incredible sense of scale and detail. In-game shadows receive a significant upgrade with support for high-resolution shadow textures, high quality shadow filters and support for Screen Space Ambient Occlusion. Sleeping Dogs features performance enhancements for both dual and quad core PC setups, enhanced performance for Nvidia SLI and AMD Crossfire, support for keyboard and mouse setup (including key mapping) and optimisations for both 3D and multi monitors on both AMD and Nvidia hardware.
At higher resolution/higher quality settings, there's a much larger gap between the 650M and Iris Pro 5200. At high quality defaults both FXAA and SSAA are enabled, which given Iris Pro's inferior texture sampling and pixel throughput results in a much larger victory for the 650M. NVIDIA maintains a 30 - 50% performance advantage here. The move from a 47W TDP to 55W gives Iris Pro an 8% performance uplift. If we look at the GT 640's performance relative to the 5200, it's clear that memory bandwidth alone isn't responsible for the performance delta here (although it does play a role).
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