Dead Rising 4 Face-Off: PC vs. Xbox One

Microsoft has had a solid year of games, from Gears of War 4 to Forza Horizon 3. Despite being released last week, one game that seems to be already forgotten is Dead Rising 4. It’s a game not without its problems, and for whatever reason takes itself away from a lot of what made Dead Rising so popular, but still an incredibly enjoyable romp. Since this is a Microsoft Studios joint with Capcom, the Redmond-based company has published the game on both Xbox One and PC (via the Windows Store). We were able to take a look at both versions to see how they match up.

Through the fifteen screenshots comparisons we took, there are two significant differences the PC version holds over Xbox One: anti-aliasing and shadow quality. Aliasing is very prominent in the Xbox One version, whereas on PC, you have the option to use FXAA, SMAA up to x2, and TAA. We used SMAAx2 in these photos and you can see an immediate difference in the overall quality as edges are smoothed out, although a bit blurred. The best example would be in the Kiichiro Plaza where you can see the aliasing really obstructing the various monitors spread across the area, whereas the PC version has no such problem.

Shadows are the second biggest difference on the PC version, but not by a huge margin. Overall shadow quality on characters and environmental objects such as houses and cars are much higher quality. Not only that, but shadows have been added in specific spots. For example, the first two comparison shots you can make out additional shadows on the foreground grass and a light post on the wall. In addition, trash cans, debris on the ground and other smaller objects contain additional shadows to give the world a little more visual depth.

Outside of those two factors, not a whole lot separates the versions. There’s a little bit more level of detail in the distance as seen in the shot where you can spot “Resturant and Deli” below the “Baron Von Brathaus” sign, and some of the indoor foliage benefits more from ambient occlusion, but that’s about it. The number of zombies on screen doesn’t seem to change, and the texture quality is more or less the same. Oddly enough, we had issues with the PC version, maxing out our CPU¬†causing the frame rate go out of whack. This only happened whenever Frank was on foot, outside of the prologue and the end of the first chapter.

In any case, you can check out of the 15 comparison shots below. On the left is PC and on the right is Xbox One: