Honestly this could be dubbed as a DF Retro as well, John puts in a lot of information about the series's past in the video too.
Summary:
It's been 12 years since the last series entry, but Ace Combat is back, bolstered by Unreal Engine 4 and looking utterly spectacular. In this extended video, John takes a look at the series' history and runs the rule over every single version of the game.
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Summary:
AC: V
- The Ace Combat V version added as a pre order acts as somewhat of a remaster instead of just a PS2 Classic (17GB size as opposed to 3GB on PS2)
- HUD, wide screen videos etc are worked around instead of just straight emulation (seemingly)
AC: VII
- Game uses Unreal Engine 4
- All new models, textures created from scratch
- New additions like volumetric cloud cover adds not just visual eye candy, but used in game play as well.
- Weather can also impact flight performance
- Object density is increased but pop-in is visible at times.
- Game targets 60 FPS on all consoles
- Resolution: Base XBO is 720p (including HUD). Base PS4: 972p
- XBX - and PS4 both native 1080p
- Volumetric clouds appear slightly lower resolution on XBO than other platforms
- PC version supports 16 : 9 out of the box, no UW support built-in
- FXAA is the only AA option on PC version
- Most of the HUD elements on PC are rendered on 1080p despite raising native to 4K
- Huge disparity in performance on all 3 versions
- Sample mission tested: PS4 Pro and XBX are locked 60 FPS
- Base PS4 Hovers below 60 FPS showing slight juddering.
- XBO avg frame rate is lower than base PS4 by a large margin
- Sample mission 2: Pro holds is 60 FPS most of the time with mild judder
- Sample mission 2: XBX performs slower than Pro
- Base PS4 not tested but assumed should be similar to above results
- Base XBO worst performing version by a good margin.
- Using Sleep Mode can cause additional performance issues which can be fixed by restarting the system before playing.
- Verdict: PS4 Pro -> XBX -> Base PS4 -> Base XBO
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