Head2Head

“A Date Which Will Live in Infamy”?

System Breakdown Xbox 360 Stats PlayStation 3 Stats
Resolutions: Up to 1080p Up to 720p
# of Discs: single single
HD Install: Optional None
Metacritic:

 

Come join us as we “Shock” our way through Bioshock Infinite on the PlayStation 3 and Xbox 360 to give you our verdict on which version out performs the other. Again, we’re sorry for the delay , but we are trying to close this gap between release dates and releasing our analysis. Hopefully, we’ll have this all ironed out soon but until then hang in there please. Lastly, make sure to check out all of our Heads Up and Analysis winners and losers, which can be found on our Head2Head Index page.

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Performance: This time around the performance was not going to be as cut throat as expected. You can see in our analysis video and in our statistics table below, the frame rate on both versions, for the most part, maintain an average 30 FPS throughout. Note: By default both version had their “Lock Frame Rate” option set to “On”. However, the Xbox 360 version still suffered frame rate fluctuations more often than you would’ve expected with such an option enabled.

Furthermore, the Xbox 360 suffered most of its frame rate hiccups during hectic firefights or heavy usage of particles effects, such as flames or multiple explosions on the screen simultaneously. On the other hand, the PlayStation 3 version honored that option by locking its frame rate at 30 FPS throughout, but not without a hitch. In the same ares  the Xbox 360 had frame rate issues, the PlayStation 3 version would have some distracting screen tearing. Although the Xbox 360 version wasn’t tear free, the screen tearing was limited to the upper portion of the screen, while the PlayStation 3 version had tearing from top to bottom. In the end this category ended in a wash, so pick your poison.

 

Xbox 360 Frame Analysis PlayStation 3 Frame Analysis
Clip 1 info:
Length of clip: 4539 frames
Average FPS of clip: 29.84
Percent of torn frames: 0.58
Clip 1 info:
Length of clip: 4539 frames
Average FPS of clip: 29.81
Percent of torn frames: 4.29
Clip 2 info:
Length of clip: 4351 frames
Average FPS of clip: 29.16
Percent of torn frames: 0.98
Clip 2 info:
Length of clip: 4351 frames
Average FPS of clip: 29.18
Percent of torn frames: 0.69
Clip 3 info:
Length of clip: 1270 frames
Average FPS of clip: 28.89
Percent of torn frames: 0.34
Clip 3 info:
Length of clip: 1270 frames
Average FPS of clip: 28.77
Percent of torn frames: 3.54
Clip 4 info:
Length of clip: 6396 frames
Average FPS of clip: 29.84
Percent of torn frames: 0.17
Clip 4 info:
Length of clip: 6396 frames
Average FPS of clip: 29.76
Percent of torn frames: 0.45
Global percent of torn frames: 1.03
Global average FPS: 29.59
Global percent of torn frames: 4.10
Global average FPS: 29.54

 

Graphics: Graphically, both version looked ridiculously awesome throughout. Ones things for sure, this modified version of the Unreal Engine 3 pumped out some of the best volumetric High Dynamic Range (HDR) lighting effects to date. On a much lesser note, the Xbox 360 native resolution is set at  1152×720 along  with (FXAA) for the anti-aliasing, and the PlayStation 3 version had a slightly lower native resolution of 1152×640 using the same anti-aliasing techniques of the Xbox 360. Regardless of the slight resolution differences, both version ran sub-HD. On a side note, FXAA stands for Fast Approximate Anti-Aliasing, and it’s an even more clever hack than MSAA, because it ignores polygons and line edges, and simply analyses the pixels on the screen. What that said lets move on to the graphically differences that we’ve noticed during our capture session.

One thing that caught our attention first were the differences in lighting and texture quality. While the HDR lighting effects looked phenomenal on both platforms, the consoles different architecture handled the rendering of lighting differently. For example, in some areas the Xbox 360 version would have lighting and shadowing on objects objects in the scene and in the same instance the PlayStation 3 version shadows were absent. This would occur more often in outdoor areas of the environment, and less in confined spaces like rooms or in structure/building.

Additionally, the texture differences between the PlayStation 3 and Xbox 360 were more constant than the lighting differences. As seen in our rollover images, the PlayStation 3 version had slightly more defined normal maps than its contender. Other than the texture differences, graphically there were no other major differences to compare. Overall, the Xbox 360 textures looked more blurry and less defined than the PlayStation 3 version when viewed side by side, handing over win for graphics to the PlayStation 3.

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Loading: We now come to our final category; the load times. And fortunately, There is nothing to indulge on in this category. The PlayStation 3 version does not require a mandatory install nor did not having one hinder the load times. Below are the average load times we captured during our capture session.

PlayStation 3 Load Times Xbox 360 Load Times
Sample 1: 15 Seconds Sample 1: 14 Seconds
Sample 2: 16 Seconds Sample 2: 17 Seconds
Sample 3: 18 Seconds Sample 3: 17 Seconds
Sample 4: 18 Seconds Sample 4: 9 Seconds
Sample 5: 8 Seconds Sample 5: 9 Seconds
Sample Average: 15.0 Seconds Sample Average: 13.2 Seconds


Rollover to see the Difference.

Click to Enlarge Image.

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Move the Slider to see the Difference.

Rollover to see the Difference.

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Move the Slider to see the Difference.

Rollover to see the Difference.

Click To Enlarge Image”.

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after

Move the Slider to see the Difference.

Rollover to see the Difference.

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after

Move the Slider to see the Difference.

Click to Enlarge Image.

Rollover to see the Difference.

More Roll Overs, Sliders, Conclusion, Video and Staff Choice on Page 2>>>

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*To ensure color accuracy from the PlayStation 3, Xbox 360 and Wii U output, the PlayStation 3 has RGB Full Range set to "Full" and Super White "On", and the Xbox 360 has Reference Level set to "Expanded" and HDMI Color Space set to "RGB". Our capture card we have captured segments from the AVS HD 709 . Blu-ray, HD DVD, & MP4 Calibration suite.

As you will see, each system matches each other at the SOURCE LEVEL. No contrast or gamma settings are manipulated before or after capturing our images/videos. We strongly believe that these types of corrections are done on a individuals preference and should not be adjusted by us. Finally, washed out looking images that are due to contrast or gamma differences will not have any influence on our final verdicts. Please Read through our F.A.Q page if you have any questions or concerns.*