Terminal Reality explains why PS3 graphics for Ghostbusters is softer than Xbox 360’s
Reports have been circulating the Net about how the PlayStation 3 version of Ghostbusters: The Video Game appears to be lackluster compared to the Xbox 360 version. Richard Leadbetter, Director of HD consultancy Digital Foundry and author of Eurogamer’s Face-off features, described it as “time-warping back to the dawn of PS3 development.” Today, we have Terminal Reality, the developer of the PS3 version, setting the record straight as to why the PS3 version looks softer. Yes, he’s got quite some explaining to do.
Reports have been circulating the Net about how the PlayStation 3 version of Ghostbusters: The Video Game appears to be lackluster compared to the Xbox 360 version. Richard Leadbetter, Director of HD consultancy Digital Foundry and author of Eurogamer’s Face-off features, described it as “time-warping back to the dawn of PS3 development.”
What makes this actually even more confounding is the fact that Terminal Reality supposedly cannot wait to “show off their PS3 technology” and that they do have a great technology for it in the form of Infernal Engine.
Today, we have Terminal Reality, the developer of the PS3 version, setting the record straight as to why the PS3 version looks softer. A spokesperson told Joystiq:
For the record, the PS3 version [of Ghostbusters] is softer due to the ‘quincunx’ antialiasing filter and the fact that we render at about 75% the resolution of the 360 version. So you cannot directly compare a screen shot of one to the other unless you scale them properly. The PS3 does have less available RAM than the 360 – but we managed to squeeze 3 out of 4 textures as full size on the PS3.
Here are the comparative screenshots taken by Richard Leadbetter:
Xbox 360
PS3
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Via Joystiq