FORTNITE Chapter 3 | Playstation - Xbox - Switch - PC - Smartphone | All Versions Comparison

Описание к видео FORTNITE Chapter 3 | Playstation - Xbox - Switch - PC - Smartphone | All Versions Comparison

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PS4: 1080p at 60FPS
ONE: 900p at 60FPS
PS4 Pro: 1440p at 60FPS
ONEX: 1800p at 60FPS
Switch: 880p at 30FPS
Series S: 1200p at 60FPS / 1080p at 120FPS
PS5: 2160p at 60FPS / 1440p at 120FPS
Series X: 2160p at 60FPS / 1440p at 120FPS

Fortnite Chapter 3 is the first game to use Unreal Engine 5 in all Platforms.
Console versions use TAAU to manage resolution on consoles. In PC, in this case, DLSS has been used in quality mode.
PC is the only ray-traced version thanks to Nvidia's RTX. Applies to global lighting, shadows, and reflections. Activating RT in this game is tremendously demanding.
On consoles, all versions use SSR for reflections except Switch and Smartphones (cubemaps).
The version of Smartphones in its highest settings is still below the Nintendo Switch in some aspects such as texturing, drawing distance or geometry.
Nextgen versions (PC, PS5, Xbox Series) include improvements in lighting, shadows, vegetation, draw distance, volumetric clouds and other post-processing effects.
Xbox versions suffer a random bug with shadows when some visual adjustments are applied (change island time, activate 120fps mode ...)
Loading times are faster on Xbox Series S/X compared to other platforms (excluding PC).
Xbox Series S/X and PS5 have a 120fps mode with a fairly stable framerate. I have been able to see a more stable framerate on Xbox Series X.
When activating the 120fps, in PS5 and Series X the quality of the shadows, drawing distance and some post-processing effects are slightly decreased. In Series S volumetric shadows are also deactivated and the quality of reflections decreases.

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00:00 Graphics Comparison
12:44 Switch FPS
13:40 Xbox One FPS
14:37 PS4 FPS
15:32 PS4 Pro FPS
16:31 Xbox One X FPS
17:26 Xbox Series S FPS
19:18 Xbox Series X FPS
21:13 PS5 FPS

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