The normal version doesn’t glow, while the more powerful “Zenith” version does. The glow on the weapons is missing in the PS4 version simply because there are two versions of the Relic weapons.
All the details are there, and the model complexity and texture resolution are exactly the same. Yet, if you compare the armor sets showcased, you’ll notice that they’re identical. I couldn’t reproduce the picture above as perfectly as the others simply because I don’t have all the AF armor sets (I’m lazy when it comes to leveling up), and coordinating nine different people to be in the right place, with the right lighting conditions at the right time is basically impossible. The PS4 version is again just slightly more saturated than the PC version, but that’s it. This pair of pictures from the Moraby Drydocks are again basically pixel perfect identical. It’s visible in the slope on the far left and on the wooden part of the roofing in the middle. The reflection on the surface of the sea looks slightly different and there’s a small discrepancy on how the light and shadow interact with the wood of the structure. This picture is interesting because it’s the only one that shows a real engine-dependent difference (besides the roegadyn warrior that didn’t care to move). Let’s move to the lovely sea resort of Costa Del Sol (does it ring a bell, Final Fantasy VII fans?). Textures, details, sharpness of the shadows…everything else is the same. The only difference in this picture (besides the slightly lower angle because Square Enix evidently used a lalafell to take the screenshot on the PS4) is that the PS4 version appears to be more saturated and a bit darker, but that’s it. Even here, basically every detail is identical, from Ifrit itself to the model and textures of the paladin artifact armor. I reproduced this picture as closely as possible, and while it’s hard to get it pixel perfect while Ifrit breathes fire in your face, I believe I got a quite good result. Below you can see an Animated GIF showing just how similar the two versions are, compared with the PC version using the LOD option (click on it to see the animation). It’s very encouraging to see that Square Enix didn’t even need to use this option for the PS4 version. You can see how the PC version looks with it activated in the screeenshot below.Īs you can see a few items aren’t visible, and the trees in the background look very different, especially the trunks aren’t affected by light as the same way as the rest. What it does is using lower detail models for distant objects and lowering the visibility range of others. It’s an option that many PC users activate because the loss of fidelity is small and the increase in performance is sizable. This screenshot actually lets us notice a very surprising detail: i fully expected the development team to use use the LOD option for the PS4 in order to increase performance. In this first pair of screenshots, for which we managed to reproduce the angle nearly perfectly, we can see that the two versions are basically identical, almost down to the pixel.The only difference, that you’ll have to really squint to see, is a very slight discrepancy in the density of the foliage, that looks slightly more dense on PS4 on the distant trees.