![]() A later Highway level really stretches the console, and here the game runs at a pretty much constant 40fps, with ever-present tearing artefacts across the screen. The end result looks very ugly in places. The game can indeed hit its target frame-rate for long passages of play, but any drop from this number cues frames to visibly slice in half as the screen pans across. However, the downside is that Xbox One suffers from heavy screen-tearing whenever there is a drop from 60fps, with frames rendered in an incomplete state. An adaptive v-sync is in place enabling higher frame-rates compared to PS4, notably in the Water Works Bureau area with its taxing reflections. Xbox One has performance issues of its own: Microsoft's console takes a different approach to performance. Instead we're left with a distracting judder to lateral movement at these points, though the lack of screen tear is a plus. It's a side-effect of the 'double-buffer v-sync' mode used on PS4, meaning the game regularly switches between a fixed 40 or 60fps here - where normally they could meander in-between these figures. This effect is used in a segment of the Water Works Bureau stage, causing an immediate lock to 40fps for as long as they're rendered on-screen. However, it's the real-time reflections that have the biggest impact on PS4's frame-rates. Dips to 45fps are also an issue on the second Oil Platform stage, where alpha transparency effects knock the game's frame-rate down on PS4. The game stutters whenever we dash into a new enemy, for example, creating a visible hitch in play as we move left-to-right. 9 runs at 60fps for long stretches, PS4 can't hold this frame-rate everywhere it goes. PS4 has performance issues: While Mighty No. The differences in frame-rates, bloom, reflections, and texture filtering are all covered right here. Playstation 4 and Xbox One versions compared in this all-in-one analysis of Mighty No. We've put together a short list of the main points of concern for us right now - with the hopes something can be done via an upcoming patch. However, Comcept has evidently overstretched itself with support for so many formats, and in the process, PS4 and Xbox One alone show a myriad of issues. It's confirmed that the delayed handheld versions run on different tech entirely to the home console versions, rebuilt from scratch by developer Engine Software. However, the end result is little that plays to PS4 and Xbox One's strengths, besides running at native 1080p. ![]() It's a massive change in style, perhaps catering to all platforms within the team's remit, including PS3, Xbox 360 and Wii U - not to mention 3DS and PS Vita. The introduction of some colour is welcome, but background detail is too lightweight to impress - made up of copy-pasted 2D foliage, box-cut geometry and low resolution textures. The lighting model is changed entirely, and in its place we have an attempt to recreate something akin to the look of a Saturday morning cartoon. Visually it's an unwanted shift from that early concept. What we've ended up with is something remarkably sub-par. As a spiritual successor to Mega Man, we expected rock-solid 60fps platforming, a firm-but-fair level of challenge and something close to the visual style shown in its original pitch. After all, it's a simplistic Unreal Engine 3-based side-scroller, and despite its humble origins as a Kickstarter-funded project, this should be a fairly easy win for Keiji Inafune and his team at Comcept. 9 shouldn't be causing PlayStation 4 or Xbox One any problems.
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