The representation of Hell actually appears to be based on Steel Port - and feels strangely familiar - but with changes to the landscape carved out by collapsed buildings and rocky islands surrounded by a sea of lava. The clean streets of SR4's Steel Port are replaced in Gat out of Hell with a dark ruined city in the heart of a volcanic wasteland. Both titles are using the same engine, featuring the same graphical upgrades and alterations, although the change in setting means that the environments are drastically different. Indeed, besides the 'fixed' ambient occlusion in Gat out of Hell on Xbox One, there are no other notable rendering differences between the expansion and the main Saint's Row 4 game. Curiously, this problem doesn't seem to occur in the Gat out of Hell standalone expansion, suggesting that perhaps the ambient occlusion implementation is bugged in Saints Row 4 on Microsoft's console. However, the presentation often appears somewhat harsh and unnatural. Other differences appear minimal: ambient occlusion is much stronger on Xbox One, with the effect creating dark thick halos in the spaces where objects and corners meet. Curiously, these changes don't carry across over to the Xbox One game, where we see the same flatter explosion effects found in the PC and last-gen console editions. In particular, some explosions now feature different flame effects in addition to small plumes of volumetric smoke. When we compared the PS4 version with its PC and PS4 equivalents, it was apparent that some effects were given a mild overhaul on Sony's new console. However, effects work is a mixed bag - some elements better the PC title, while other aspects are pared back in comparison. The core assets and the majority of the effects work are a match, with the PS4 and Xbox One conversions operating on a similar level to the PC release running with maximum settings enabled. It's all the more curious given that 2x MSAA is present on Xbox 360, while a post-process solution is deployed on PS3.Ī similar level of parity is achieved across most areas of the game on both consoles. Quite why the developer went down this route is unclear as the presentation could have been improved by using something along the lines of SMAA, but even plain old FXAA would have been better than nothing. This creates more pixel-pop, shimmering and break-up across finely detailed scenery than we'd expect to see from a current-gen console release. The only downside with this rendering set-up is the bizarre lack of any form of anti-aliasing - a situation that is common to both PS4 and Xbox One versions of the game. This is a big deal bearing in mind the compromises made on the last-gen versions. On the plus side, there's no reduction in resolution - the Xbox One version of Re-Elected and Gat out of Hell produce the same native 1080p presentation as their PS4 counterparts. All of this is mirrored to perfection on the Xbox One edition of the game, except there's an even bigger impact on performance, owing to the system's less capable GPU. Would the developers attempt to run with a 60fps update, or instead lock at 30fps to avoid the consistency issues found on the PS4? On top of that, we also wanted to check out the Gat out of Hell standalone expansion.Īs things stand, the final version of Saints Row 4 Re-Elected appears to be identical to the code we previously looked at: uncapped frame-rates are present, while the non-functional v-sync option that puzzled us last week remains equally bereft of purpose in the release code. However, we wanted to go in-depth on final code, while also assessing how the developers would tackle the Xbox One version. While the boost to 1080p resolution and higher frame-rates clearly provides a better experience than the last-gen versions, highly variable performance meant that the conversion wasn't as solid as it could be, with the existing PC version remaining the best way to play the game. We had mixed feelings about the PS4 version of Saint's Row 4 after taking a look at the game last week.
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