When I wrote up my own impressions of the next-gen version of Tomb Raider, I hoped I'd soon see Eurogamer's Digital Foundry doing their trademark deep-dive into the technical underpinnings of both the Xbox One and PS4 versions of the game. And here we go.
Today, they've published their first look at the next-gen versions, focusing on a frame rate comparison. During gameplay, they've got the PS4 averaging 50.98fps and the Xbox One averaging 29.84fps, with more fluctuation on the PS4 version and a more consistent but lower frame rate on Xbox One.
There's a ton of technical analysis over in the main article, along with some theories as to why Xbox One developer United Front Games decided to cap the frame rate while PS4 developer Nixxes went unlocked.
From Digital Foundry:
For Xbox One, we can only speculate, but we suspect that a lower overall performance resulted in even more noticeable judder were the game to remain unlocked - which would look really unattractive compared to the capped 30fps frame-rate we see in the final game. What's curious from our perspective is that United Front Games on Xbox One would have benefited from a reasonably straightforward porting process from the original PC DirectX 11 code since both platforms use the same API, while Nixxes would have needed to translate the original PC version across to the PS4's LibGNM API - not exactly a walk in the park based on this presentation from Ubisoft Reflections, who are handling the PS4 version of The Crew, ported across from the PC DirectX 11 codebase. Another development source we reached out to suggests that the DX11 'driver' for the Xbox One still requires a lot of work.
For more, read the full report.