- SAINTS ROW X BOX 360 720P
- SAINTS ROW X BOX 360 FULL
- SAINTS ROW X BOX 360 PC
- SAINTS ROW X BOX 360 PS3
- SAINTS ROW X BOX 360 PLUS
Meanwhile, lower-res assets are used in many areas on the PS3.
SAINTS ROW X BOX 360 PC
Besides a few scant higher-resolution textures, the artwork is generally a match between the 360 and PC releases, with a similar level of detail visible up close.
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In comparison, the gap between the 360 and PC is much smaller. The use of quincunx anti-aliasing in combination with a sub-HD framebuffer results in a quite rough-looking image at times, with the level of blur obscuring detail in the distance.
SAINTS ROW X BOX 360 PS3
Image quality is a concern for the PS3 release.
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Within the opening moments of Saints Row 4, the game has you blasting police cars and alien spaceships to pieces using rocket launchers and other high-power weaponry, and the chaos steadily continues as you progress, with the ability to throw fire and run at super speed leading to more inventive ways of laying waste to the extra-terrestrial scum hellbent in taking over the planet.
SAINTS ROW X BOX 360 FULL
Going beyond image quality comparisons, the same over-the-top presentation is replicated across both platforms in full force, with impressive use of animated particles and explosions, dynamic light sources, and various screen filters and post-processing effects, including motion blur and depth of field. The main difference is that levels of anti-aliasing and texture filtering can be set much higher on the PC in order to obtain a much more polished image when blown up on a large screen.
SAINTS ROW X BOX 360 720P
In comparison, the basic set-up of the Xbox 360 game is far more pleasing to the eye: a native 720p framebuffer is joined by 2x multi-sampling anti-aliasing (MSAA), which delivers a crisper and clearer image that doesn't appear too far behind the graphically superior PC game running at the same resolution outside of the occasional higher-quality texture, the core artwork is largely identical between these versions. While this extra layer of coverage actually works quite well in Saints Row: The Third, here it does more harm than good, exaggerating the blurriness of the final image due to the additional upscaling taking place. The quincunx sampling pattern not only smooths over polygon edges, but also blurs over texture details to a degree as well, leading to a soft-focused look that obscures the finer elements of the artwork. Jaggies and other upscaling artifacts are mitigated somewhat by the use of quincunx anti-aliasing (QAA) or something closely approximating it, though this comes at the expense of raw image quality.
SAINTS ROW X BOX 360 PLUS
"Visually, this is a win for Xbox 360 owing to higher rendering resolution, better filtering and anti-aliasing plus improved delivery of assets during LOD streaming." Compared to Saints Row: The Third the difference between platforms is now more readily apparent. This results in some additional harshness around geometry edges and effects, along with a degree of fuzziness to the overall image that we usually see on sub-HD titles.
![saints row x box 360 saints row x box 360](https://cdn.shopify.com/s/files/1/2650/0192/products/20210216_182448_1024x1024@2x.jpg)
That said, the increased use of effects and set-pieces appears to have had a profound impact on how well the game runs on console performance is poor on both platforms, while on PS3 the rendering set-up has seen some substantial changes from Saints Row: The Third in order to accommodate the larger scope of the action on offer in this sequel.Ī look at our head-to-head video and triple-format 720p comparison gallery suggests that the PS3 game retains its 720p vertical resolution but that the horizontal has been scaled back by 25 per cent, giving a 960x720 framebuffer. These dramatic changes successfully infuse Saints Row 4 with its own distinct personality, separating it from both other similar open-world titles and its predecessors. The city of Steelport itself has also transformed into a dark and gloomy alien simulation of its former self - at least in the beginning of the game - with giant transparent shields covering various areas and structures that exhibit a layer of digital noise on the surface, only made noticeable as the camera moves close to them. Of course, the increased scale and scope of the new game also puts greater demands on the the engine than in the previous Saints Row games, with post-processing effects, particles, and lighting all used far more often than before for increased dramatic effect. Saints Row 4 continues this trend, taking the refreshingly preposterous gameplay found in its predecessor and pushing it to even higher levels of insanity, with alien invasions, superpowers and over-the-top self-parody once again high in the mix. With Saints Row: The Third, there was a sense that Volition's franchise was leaving its GTA-inspired roots behind in order to carve its own path in the world of free-roaming sandbox games, using its irreverent tone, cartoon violence and outrageous action to set it apart from the crowd.