PC/PS4 called definitive edition due to consistency and stability.
Last-gen consoles have more stable framerate than X1 although running at native 720p and X1 running supersampled, DF inquires whether native 1080p would be more suitable.
X1's FPS drops not occasional, so doesn't deter that much from the experience.
PS3/PS4 are cross-buy so if you bought on PS4, you get it free on the PS3 which is awesome.
Personal note, is the X1's blacks still crushed? I thought they fixed it in an update.
A picture to explain what I'm talking about. The blacks are crushed on the MS consoles so you miss some fine details.
http://www.eurogamer.net/articles/digitalfoundry-2014-child-of-light-face-off
The topic of resolution is particularly interesting where PS4 and Xbox One are concerned. Child of Light provides us with a crisp 1080p presentation, but some evidence suggests that elements of the presentation are derived from rendering at a much higher resolution and then down-sampling - a process known as super-sampling. The lack of long straight edges makes pixel counting difficult, but our analysis throws up two separate numbers for horizontal resolution - 2304 and 2112 were both extracted from the same scene - while vertical resolution is consistent at 1440. This isn't entirely confirmed, then - it may well be the case that a form of multi-sampling is in effect, but the edge-smoothing is quite unlike any other form of MSAA we've seen before. You can peer at the effects on all six platforms by checking out our expansive comparison gallery.
For the most part the same high standards are also in place on the Xbox One release, but there are moments where the engine falters, resulting in brief drops in smoothness and some mild - but noticeable - stuttering. The relative rarity of these inconsistencies mean they have no adverse impact on gameplay throughout most of the experience - at worse we looking at drops down to around the 52fps mark, but usually the impact on performance is much smaller and often goes by undetected when immersed in exploring the beautiful watercolour world on offer.
That said, seeing frame-rate drops in a 2D title is rather disappointing and not something we'd expect to see on modern hardware with plenty of pixel-pushing power behind it. Assuming the super-sampling theory is correct, we do wonder whether sticking with native 1080p may have been a preferable solution overall on Xbox One.
The last-generation versions put in a slightly more stable performance compared to the Xbox One where frame-rates are concerned, although all three platforms narrowly miss out on a solid 60fps update by one or two frames from time to time. Due to the small nature of these drops the impact on gameplay is non-existent, and for the most part they go by undetected.
On the whole Child of Light is a well-crafted experience across all platforms, although it's clear that the current-generation console and PC releases are the most satisfying to play due to the way the higher-resolution visuals more faithfully replicating fine lines and intricate detail in the stylish artwork. Running solidly at 60fps, the PS4 game is the definitive console version, and it's also Cross Buy too, so you get the PS3 game at no extra cost - a pretty nice bonus even if the experience isn't quite as good on a graphical level.
Overall, this is a fascinating game with a unique charm that manages to work its magic across all platforms, but for stability and consistency the PS4 version gets the nod on console, while the PC version is certainly worthy of consideration if you don't own Microsoft, Sony or Nintendo hardware.
Last-gen consoles have more stable framerate than X1 although running at native 720p and X1 running supersampled, DF inquires whether native 1080p would be more suitable.
X1's FPS drops not occasional, so doesn't deter that much from the experience.
PS3/PS4 are cross-buy so if you bought on PS4, you get it free on the PS3 which is awesome.
Personal note, is the X1's blacks still crushed? I thought they fixed it in an update.
A picture to explain what I'm talking about. The blacks are crushed on the MS consoles so you miss some fine details.
http://www.eurogamer.net/articles/digitalfoundry-2014-child-of-light-face-off
The topic of resolution is particularly interesting where PS4 and Xbox One are concerned. Child of Light provides us with a crisp 1080p presentation, but some evidence suggests that elements of the presentation are derived from rendering at a much higher resolution and then down-sampling - a process known as super-sampling. The lack of long straight edges makes pixel counting difficult, but our analysis throws up two separate numbers for horizontal resolution - 2304 and 2112 were both extracted from the same scene - while vertical resolution is consistent at 1440. This isn't entirely confirmed, then - it may well be the case that a form of multi-sampling is in effect, but the edge-smoothing is quite unlike any other form of MSAA we've seen before. You can peer at the effects on all six platforms by checking out our expansive comparison gallery.
For the most part the same high standards are also in place on the Xbox One release, but there are moments where the engine falters, resulting in brief drops in smoothness and some mild - but noticeable - stuttering. The relative rarity of these inconsistencies mean they have no adverse impact on gameplay throughout most of the experience - at worse we looking at drops down to around the 52fps mark, but usually the impact on performance is much smaller and often goes by undetected when immersed in exploring the beautiful watercolour world on offer.
That said, seeing frame-rate drops in a 2D title is rather disappointing and not something we'd expect to see on modern hardware with plenty of pixel-pushing power behind it. Assuming the super-sampling theory is correct, we do wonder whether sticking with native 1080p may have been a preferable solution overall on Xbox One.
The last-generation versions put in a slightly more stable performance compared to the Xbox One where frame-rates are concerned, although all three platforms narrowly miss out on a solid 60fps update by one or two frames from time to time. Due to the small nature of these drops the impact on gameplay is non-existent, and for the most part they go by undetected.
On the whole Child of Light is a well-crafted experience across all platforms, although it's clear that the current-generation console and PC releases are the most satisfying to play due to the way the higher-resolution visuals more faithfully replicating fine lines and intricate detail in the stylish artwork. Running solidly at 60fps, the PS4 game is the definitive console version, and it's also Cross Buy too, so you get the PS3 game at no extra cost - a pretty nice bonus even if the experience isn't quite as good on a graphical level.
Overall, this is a fascinating game with a unique charm that manages to work its magic across all platforms, but for stability and consistency the PS4 version gets the nod on console, while the PC version is certainly worthy of consideration if you don't own Microsoft, Sony or Nintendo hardware.
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