Meanwhile, the Flooded Archive level's escape sequence suggests that fire effects are reduced, which has an impact on the amount of dynamic light in the scene, and perhaps the level of heat haze too.īut the two most glaring differences come down to key limitations found in the PlayStation 4 Pro hardware itself - the fact that its GPU isn't capable of handling native 3840x2160 UHD resolution, along with the lack of a meaningful amount of additional memory. ![]() Secondly, a range of the game's higher-end presets are dialled back - inevitably, shadow quality takes a hit, while specular lighting quality appears to lack the revision made to the PC, resulting in some rougher edges to affected geometry. Tackling the negatives first, 60fps is - of course - off the table for a high-end title like this, with Rise of the Tomb Raider focusing on the console standard capped 30fps. Well, in many ways, Rise of the Tomb Raider highlights the strengths and weaknesses facing developers looking to work with Sony's new hardware. So, the real question is, just how much of the full-fat experience has Crystal's development partner Nixxes managed to cram into the PlayStation 4 Pro version? ![]() Indeed, there are actually insane-level presets available that actually push beyond this level. Similar to its predecessor, there's an immense amount of scalability built into the engine and the core assets, meaning that the game really shines on a high-end PC with the settings and texture quality ramped up to the very high level. Outside of Sony's first party wares present at last week's PlayStation Meeting, there was one third party title that stood apart as an impressive showcase for the fledgling PS4 Pro's 4K prowess - Crystal Dynamics' Rise of the Tomb Raider.
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