Without blur enabled, Tekken Tag 2 spends most of its time running natively in 720p with only minor drops down to 1024x720 during intense matches when there are two characters on screen. However, the dynamic framebuffer set-up remains firmly in place and there are no additional image quality enhancements beyond the game running at higher resolutions for longer periods of time. Similar to Tekken 6, the option to toggle between playing with motion blur on or off makes a return for this sequel. Please enable JavaScript to use our comparison tools. It's virtually impossible to spot during gameplay, but in this situation it looks Namco could be taking advantage of the extra computational grunt provided by the PS3's Cell processor and the onboard SPUs in rendering the blur effect while maintaining that important 60 frames per second update, with a small drop in resolution being the trade-off. Interestingly, on one particular stage we also find that motion blur is dynamically adjusted on the 360 (mostly likely for performance reasons), while the default framebuffer resolution is lower on the PS3. Resolution is pared back to its maximum extent when there are all four characters on screen in scenes which really tax the engine, and also in 3D mode where the rendering load is doubled up to generate distinct views for each eye. Switching between characters and performing tag-team combos results in more severe compromises: according to a tech presentation given by Namco in Japan, the resolution is adjusted in various steps, with 900x720, 800x720, and 720x720 all being seen at various points. It's certainly a step up from the fixed 1024x576 resolution we saw in the demo bundled with Tekken Hybrid. As things heat up and combat intensifies the engine tends to drop the resolution down to a more manageable 1024x720 for extended periods of time: image quality is only slightly impacted, and we still get the feeling that we are looking at a near-HD presentation. Both versions kick off running natively at 720p when there are just two characters on screen. For performance reasons, anti-aliasing has been also been completely omitted to free up GPU resources for Namco's impressive object blur effect. Rather than render at a fixed sub-HD resolution, Tekken Tag Tournament 2 operates using a dynamic framebuffer, where the resolution is adjusted on the fly depending on the rendering load. Use the full-screen button on the bottom-right of this window for full 720p resolution. "The sub-HD presentation of Tekken 6 is replaced with a brand new approach which sees resolution adjusting on the fly according to the load exerted on the core rendering technology." Tekken Tag Tournament 2 compared on Xbox 360 and PlayStation 3. In some places the lighting model can appear rather flat, despite the inclusion of lens flare, light shafts and bloom. As an opening look at our head-to-head video (and accompanying comparison gallery) reveals, image quality lags behind competing fighting games, the highly impressive object blur effect limiting the extent of the graphical upgrades in other areas. Some of the environments feature convincing multi-tiered elements, while the characters themselves are still some of the most detailed to grace a fighting game to date: polygon counts are high and the quality of the animation is excellent.Īll of this combines to create a rather slick experience overall, although not without a few compromises. The initial rendering resolution has been upped considerably, and the engine has also been refined and optimised to allow for up to four characters to appear on screen at once. With Tekken Tag Tournament 2, Namco has found a good middle-ground between including their show-stopping object blur effect and maintaining the solid 60FPS required for the deep and responsive gameplay the series is known for. Turning off one of the most impressive effects arguably improved the game, and it's clear that the developers weren't so happy about that, adopting a new approach for the sequel. However, turning off the effect yielded dividends on both consoles - anti-aliasing was enabled on PS3 and a 1365x768 resolution downscaled to 720p on Xbox 360 provided a small amount of super-sampling. Both versions adopted a sub-HD framebuffer set-up (1024x576) with no anti-aliasing due to the computationally heavy requirements of including the object blur effect. In Tekken 6, we found Namco juggling image quality and performance while implementing an impressive object blur effect to enhance the look of the game, resulting in two very different rendering set-ups for each console.
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