Image Quality - Xbox 360 vs. Xbox One

Before I get to the PS4 comparison, I wanted to start with some videos showcasing the improvement you can expect from launch day titles that are available on both the Xbox 360 and Xbox One. I turned to Call of Duty: Ghosts for this comparison as it’s broadly available on all platforms I’m comparing today.

Note that cross platform launch titles, particularly those available on previous generation consoles, end up being the worst examples of what’s possible on a next-generation platform. For the most part they’re optimized for the platform with the larger installed base (i.e. prior-gen hardware), and the visual uplift on new hardware isn’t as much as it could be. I’d say my subjective experience in playing a lot of the launch titles on Xbox One and PS4 mirrors this sentiment. Basic things like not having accurate/realistic cloth physics in games like CoD: Ghosts just screams port and not something that was designed specifically for these next gen systems. Just as we’ve seen in prior generations, it’s likely going to be a good 12 - 24 months before we see great examples of games on this new generation of hardware.

Now that I’ve adequately explained why this is a bad comparison, let’s get to the comparison. I’ve captured HDMI output on both consoles. They were both set to full range (0-255), however I had issues with the Xbox One respecting this setting for some reason. That combined with differences across Ghosts on both platforms left me with black levels that don’t seem equalized between the platforms. If you can ignore that, we can get to the comparison at hand.

All of these videos are encoded at 4K, with two 1080p captures placed side by side. Be sure to select the highest quality playback option YouTube offers.

The first scene is the intro to Ghosts. Here you can see clear differences in lighting, details in the characters, as well as some basic resolution/AA differences as well (Xbox 360 image sampleXbox One image sample).

The second scene is best described as Call of Duty meets Gravity. Here the scene is going by pretty quickly so you’re going to have to pause the video to get a good feel for any differences in the platforms. What’s most apparent here though is the fact that many present day users can likely get by sticking with older hardware due to the lack of titles that are truly optimized for the Xbox One/PS4.

Now getting to scenes more representative of actual gameplay, we have Riley riding around wanting badly to drive the military vehicle. Here the differences are huge. The Xbox One features more realistic lighting, you can see texture in Riley’s fur, shadows are more detailed and there seems to be a resolution/AA advantage as well. What’s funny is that although the Xbox One appears to have a resolution advantage, the 360 appears to have less aliasing as everything is just so blurry.

Speaking of aliasing, we have our final IQ test which is really the perfect test case for high resolution/AA. Once again we see a completely different scene comparing the Xbox One to Xbox 360. Completely different lighting, much more detail in the environments as well as objects on the ground. The 360 version of Ghosts is just significantly more blurry than what you get on the One, which unfortunately makes aliasing stand out even more on the One.

Even though it’ll be a little while before we get truly optimzed next-gen titles, there’s an appreciable improvement on those games we have today for anyone upgrading from an older console. The difference may be more subtle than in previous generations, but it’s there.

Performance - An Update Image Quality - Xbox One vs. PlayStation 4
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  • djboxbaba - Wednesday, November 20, 2013 - link

    you have the cutest name ever bra, "wolfpup" kudos ^^
  • melgross - Wednesday, November 20, 2013 - link

    Hey noob, it doesn't work that way. SRAM is not equivalent to high speeds GDDR5. This has been well established already. You do get some boost, at some points, but it's not covering every area of performance the way GDDR5 is.
  • CubesTheGamer - Wednesday, November 20, 2013 - link

    Newb talk? No, you can't add them together. Let me tell you why, in technical terms.

    ESRAM is meant to be a cache, and what a cache does is take some data that you're going to need a lot (let's say there's some instruction code or some other code / data that needs to be read frequently. You put that data in the ESRAM, and it gets read 10+ times before being swapped for some other data. What you're saying makes it seem like we can constantly write and read from the ESRAM. That's not how it works.

    tl;dr: You can't add them together because you should only use the ESRAM 1/10th the amount of times as you should the main DDR3 RAM that the Xbox One has. So you're argument is invalid, and don't say things that you don't know about.
  • smartypnt4 - Thursday, November 21, 2013 - link

    He's indeed wrong, but I'd be willing to bet good money your hit rate on that eSRAM is way higher than 10% if it's used as a cache. Usual last level caches have a hit rate getting into the 80% range due to prefetching, and large ones like this have even higher hit rates.

    If it's hardware mapped like the article indicates(aka not a global cache, but more like it was on the 360), it won't hit quite as often with a naive program, but a good developer could ensure that the bulk of the memory accesses hit that eSRAM and not main memory.
  • Da W - Friday, November 22, 2013 - link

    XBone is ROP bound. Will you stop bitching around with your geometry and bandwith? Its all about ROP!
  • MadMan007 - Wednesday, November 20, 2013 - link

    I can add $2 and a whore together too, that doesn't make it good.
  • looncraz - Thursday, November 21, 2013 - link

    You actually only get about 100GB/s READ or 100GB/s WRITE... The best-case scenario on the XBox One is 68GB/s + 100GB/s - still NOT matching the PS4's capabilities for reading/writing ANY memory... and only in certain situations where you are streaming from both memory systems.

    Xbone PEAKS below PS4's AVERAGE memory performance.
  • daverasaro - Saturday, November 23, 2013 - link

    Huh? Actually you are wrong. The Xbox One uses 8GB of DDR3 RAM at 2133 MHz for 68.3 GB/s of bandwidth, but also adds an extra 32 MB of ESRAM for 102 GB/s of embedded memory bandwidth. The the PS4 uses 8GB of GDDR5 RAM at 5500 MHz for 170.6 GB/s of bandwidth.
  • daverasaro - Saturday, November 23, 2013 - link

    32GB*
  • SunLord - Wednesday, November 20, 2013 - link

    I don't get this constant worrying about power usage on non-mobile devices they plug into a wall and as long as it's not some obscene (300+W) amount of draw I don't care damn it... Heat can be an issue but I'm personally not even remotely concerned that it might cost me $3 more a year in power usage to use my $400 PS4 if I was i shouldn't be buying a PS4 or Xbox One let alone games for them.

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