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The Real HD DMC4 Console Comparison: Motion Blur In PS3 Version *Update*

by Patrick Steen on January 25, 2008 at 9:26 am

dmc4-nero-copycomp.jpg Any differences shown in screenshot comparisons can lead the uninformed to tout one version as superior to the other. This is the real Devil May Cry 4 screenshot comparison with lossless HD captures. What they show is that informed difference only cement how very alike both versions are.

Firstly, it should be said that like Gamersyde’s video comparison and the screenshots taken by the PS3forums, is that these screenshots have been captured using a Component connection.

It’s no secret that the PS3 was made to be an HDMI console, and many of its graphical features can only be used with this connection - such as Super White and RGB Full. Thus, when you plug your PS3 in with an HDMI cable, you’ll see a sharper image, fuller colours and a stronger contrast.

The following uncompressed HD screenshots were made by Dot50Cal of the Beyond3d forums, who also provided Gamersyde with the video comparison.

With that out of the way we can present to you the first HD image comparison of the Devil May Cry 4 demo, with the PS3 version first. Please click on the images to enlarge them:

ps3dmc4comp-2.png

360dmc4comp.png

There aren’t many differences between these two. You might be mistaken into thinking that the Xbox 360’s textures are of a higher resolution. This is untrue. By altering the sharpness settings for the PS3 you will be able to exactly replicate the Xbox 360 image.

The texture resolutions are the same on both consoles. The lack of RGB Full on the PS3 images, which widens the colour spectrum, also impacts the visible sharpness of the textures in these images.

ps3dmc4comp.png

360dmc4comp-1.png

By looking at these screenshots we can begin to see something odd on the PS3 version. Some sort of motion blur, which should not be mistake for lower-resolution textures. This can be seen by pausing your HDTV screen and looking at the slightly blurred image.

Further research, thanks to Quaz51 of Beyond3d Forums (the man who brought you 600p COD4), shows that the PS3 version of DMC4 has a persistence effect (blend frame + frame -1) that blurs the image. No such persistent effect is on the Xbox 360 version.

This motion blur on the PS3 version can be seen in stark realisation when looking at a moving enemy in each console version:

ps3dmc4comp-1.jpg

360dmc4comp-2.jpg

Quite a difference, but don’t be fooled. This is only the blur on the PS3 version, which a still capture shows off, unlike you who will be able to see the sharp textures. The Xbox 360 image is also slightly over-sharp, but this can act to make the texture resolutions look to be of a higher resolution.

It’s also significant to point out that unlike what is expressed on the PSforums, both versions have 2xAA (gets rid of “jaggies” on the edges of objects), but there are more times you’ll notice an edge without AA on the Xbox 360 than on the PS3.

Conclusion? Capcom has created a hell of a multi-platform engine, rivaling Ubisoft Montreal’s Assassin’s Creed engine, and Infinity Ward’s Call of Duty 4 engine.

There isn’t much difference between these two console versions of Devil May Cry 4, except an added motion blur effect on the PS3 version, which is either to improve AA or to give the action an even more heart pumping effect.

What’s most important is that both versions are 60fps, which will keep up with the non-stop action of this latest action title. Dan Landis gives his impressions of the demo here at Ripten.

Update: From further research it may be the case that the blurred frames on the PS3 version does indeed aid in AA, which the Xbox 360 version may not need.

Update 2: The reason there are less visible jagged edges on the PS3 version is that it smoothes them out by blending frames (what I’ve called “motion blur” here), whereas the Xbox 360 version has no need to blend frames, as it has “real” 2xAA.

It has further transpired that without the blending of frames, the PS3 would have no AA at all.  This method of Anti-aliasing is not new or uncommon, but it can have disadvantages, as shown in the above still images.

Credit: Dot50Cal and Quaz51 of Beyond3d Forums.

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