Mad Max takes Avalanche Studios in a new direction: focusing strongly on vehicular combat and exploration of a vast post-apocalyptic wasteland, the developers successfully translate the bleak and unrelenting vision of George Miller's iconic series into a challenging action title. From a technological perspective, Mad Max also impresses with the studio's use of complex lighting and extensive post-processing to bring the wasteland to life. Physically-based lighting and clustered shading allow for a large number of simultaneous light sources without heavily impacting on performance, while materials such as sand, metals, and fabrics are accurately rendered with a suitably run-down aesthetic.In terms of multi-platform comparisons, both console versions of Mad Max operate natively at full 1080p, with the Xbox One game matching the PS4 in the resolution stakes pixel-for-pixel - a pleasant surprise considering the resolution differential in many top-tier games. Edge-smoothing looks impressive, most likely handled by a custom anti-aliasing algorithm (Avalanche has a history of experimenting with its own techniques in this area). While the details on the actual AA implementation remain unknown right now, the technique in play here works well in tackling jaggies when exploring the vast wasteland, with rocky canyons and sand tunes appearing suitable smooth. That said, sub-pixel details aren't handled quite as successfully and shimmering across small objects and more intricate structures is noticeable when exploring outposts scattered across the post-apocalyptic landscape.
An initial gaze across the rest of the game's graphically rich visuals reveals a welcome level of parity across both consoles, with the same core art and effects work deployed equally in almost every area between the two formats. Texture filtering, depth of field, motion blur, and shadow quality all match up nicely to the point where differences you may see in our media are mostly a product of a dynamic time of time system, where slightly variances in shadow position and lighting occur depending on how quickly we complete certain missions.
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