![]() ![]() ![]() It's not an ideal situation, though it was expected after we flagged it in the PS4 beta. It also marks the first time the studio's latest engine - as first used in Bloodborne - lands on this console. ![]() Dark Souls 3 arrives on Xbox One, thanks to an early purchase on the Japanise Xbox marketplace. This means that while we do hit a 30fps line on average, we still get the perception of stutter anyway, with several unique frames running in a row, followed by multiple duplicates. Take for instance the frame-pacing issue Dark Souls 3 targets a v-synced locked 30fps on console, but once again, we see the engine producing irregular ordering of frames. ![]() Sadly, some of the engine's more notorious quirks also translate to Xbox One. It's an intriguing insight into what might have happened if Bloodborne were free to roam on other formats. The upscale from 900p doesn't dampen the experience to any tangible degree - though if you're looking for the most pristine visuals, we suspect PS4 or PC will be the ones to go for. Even so, the Xbox One release still looks impressive with its post AA in place, and we've had a great time playing Dark Souls 3's initial areas. Essentially, this puts us at 70 per cent of the PS4's overall pixel output.Īs a result there's an increase in flickering across foliage across Dark Souls 3's opening mountainous area, and more pixel crawl overall on weaponry. On a close pixel count, it turns out Xbox One dials its native resolution back to a straight 1600x900 in this case. While Bloodborne and Dark Souls 3 run at a full 1080p on PS4, there were no certainties of the resolution setup on other formats. We were curious about the game's resolution, first and foremost. Finally, it's possible to gauge the performance of From Software's engine running on Microsoft hardware - essentially the technology at the heart of Bloodborne, a PS4 platform exclusive. Contact with this particular version has been a long time coming, with our only coverage of the game to date coming through the PS4's network beta. In other words, the PlayStation Tournaments public beta is available now on PS5, and a now shamed “insider” says that the new Silent Hill game and MGS remake leaks were “bulls***.Due for a worldwide release on April 12th, Dark Souls 3 snuck in an early Japanese launch today - meaning that we can at last see this game running on Xbox One. Even so, he might want to rein in some of the speculation as an insider, particularly if he needs to qualify a long statement by saying that he could be wrong in the first place. Grubb then admitted in a tweet that when he’s asked about Bloodborne, he can “end up speculating,” and in the moment he forgets that his words “will travel to every corner of From fandom.” McDonald replied back that Grubb shouldn’t worry about it, and it is worth noting that Grubb said that he “could be wrong” about the subject in the original quote. That said, he thinks “every time someone comes out of the woodwork pretending to have inside information about the subject it’s so cringe.” McDonald also believes that a future Bloodborne project, be it a PC port, PS5 remaster, or a remake/sequel, is likely on its way. In follow-up self-replies, he continues by saying that Japan Studio had a build of the game running on Windows 7, and that he’s seen the code firsthand. He believes that there are “literally zero technical barriers between Bloodborne and a PC/60fps PS5 port/re-release.” In response, McDonald sent a tweet posted above that he doesn’t know where the idea that FromSoftware’s engine is messy or spaghetti came from. Yesterday, we reported that Jeff Grubb suggested it would be difficult for anyone except for FromSoftware to develop a PC port of Bloodborne because the studio “would have to be there with keys in hand to unlock the doors to the part of the code that is a little bit spaghetti and a little bit messed up.” He then says that the port isn’t happening because FromSoftware “is just too busy for that right now.” ![]()
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