The One X has an advantage over the Pro with regard to shadow quality and ambient occlusion. Draw distances, post processing effects and motion blur also appear to be the same on the One X and the Pro. Both use the same 4K textures and texture filtering appears to be the same on both consoles. The rest of the scene looks very similar on both consoles.įactors that contribute to graphics quality are almost identical on the One X and the Pro. If you examine the packs on the backs of the two soldiers on the right in the image above, you'll see quite a bit more detail on the One X. I did notice one striking difference in detail between the two consoles in one of Digital Foundry's comparison shots. The One X has a clearer and more detailed picture than the Pro because it puts more pixels on the screen, but the difference between the two is muted by the combination of World War II’s approach to dynamic scaling and its heavy reliance on temporal anti-aliasing. This makes it difficult to compare resolution differences between the One X and the Pro because limiting scaling to the horizontal dimension introduces subtle artifacts in addition to changing the clarity and detail in an image. It holds the vertical dimension constant at 2160p and only varies the pixel count on the horizontal dimension. Dynamic scaling typically decreases the number of pixels on both the horizontal (3840P) and vertical (2160p) dimensions in order to preserve other features such as frame rate. Native 4K resolution puts 3840 x 2160 pixels on the screen and is often referred to as 2160p. World War II makes use of dynamic resolution scaling on both the One X and the Pro. Note the difference in detail on the packs between the One X on the right and the Pro on the left.
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