So how does the full game measure up? Pretty well, actually, with only the tightest of circuits seeing a breakdown in image consistency. Tear location and (by and large) the lack of lateral movement worked nicely in combination to make the issue almost go away in many cases. The original blog post discussed how the tearing was there in the level chosen for the demo and easily identified with our tools, but in the process of actually playing the game the impact was mostly negligible. ![]() Both games make a good fist of sustaining 30FPS, but the PS3 code is far more prone to tearing. In every way these differences favour the Microsoft console, perhaps most noticeable when it comes to the issue of screen-tearing. The overall achievement is made all the more impressive bearing in mind that there are a few technical and performance-related differences, as I talked about in-depth on the Digital Foundry blog when the demo was first released. Minor image quality advantages and less tearing give the 360 version the edge, but away from the technical differences, the overall look and feel is very close indeed. The actual gameplay experience is pretty much exactly like-for-like, and the all-important handling model that Codies has honed to this level across three console generations is just as good on both machines. ![]() Maybe it's an approach the Tekken team should consider.Īt a cursory glance, there is little to tell the PlayStation 3 and Xbox 360 versions apart, aside from what you might describe as a 'hazier' look to the PS3 code (more on that later). Long-term fans of the series' hardcore rallying routes won't be too chuffed with the mainstream direction DiRT has been taking of late, but I tend to see Codemasters' progression more of a case of expanding the possibilities of the game while taking advantage of the sheer processing and graphical power available to them. Codemasters' reputation for quality racing games certainly hasn't been diminished with the release of Colin McRae DiRT 2.
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