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Curiously, anti-aliasing is limited to either FXAA or nothing at all, suggesting NetherRealm Studios' customised engine may feature deferred rendering elements that make the use of traditional MSAA problematic.
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On the PC version we select a native 1080p resolution and bump up all graphics options up to maximum, along with all post-processing effects. In these situations, it appears the engine mistakenly applies lower quality mip-maps on Microsoft's console, based on the game's massively reduced horizontal resolution. The deployment of lower quality asset layers isn't consistent across the board though, sometimes only partially affecting an object in a scene on Xbox One. For example, while the same core artwork is used across both consoles, we at times see lower-resolution textures and normal maps on Xbox One for characters and background details - particularly during X-ray moves and fatalities. However, in the case of Mortal Kombat X, this form of sub-1080p presentation still impacts clarity, and appears to affect the rendering of assets themselves. Limiting the Xbox One upscale to the horizontal axis does help reduce the appearance of jaggies, as compared to scaling the image in both directions at once.
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Anti-aliasing appears identical to the PS4 game, and the coverage provided by the FXAA helps to smooth over upscaling artefacts to a degree. In this case, pixel counting strongly indicates a drop in horizontal resolution, which hovers in the region of 1360x1080 to 1344x1080 instead of the more common 900p setup used on the platform.
In comparison, the presentation of the Xbox One release isn't quite as refined: details are softer while edges feature a slight fuzziness not visible on the PS4 game's native 1080p image. However, some light texture blurring is present as a side-effect, meaning fine details in the artwork don't pop out as noticeably as they could do.
Thankfully, sub-pixel heavy structures in Mortal Kombat X are rare - an aspect that post-process AA algorithms usually fail to correct - and so the use of FXAA works well in addressing the subject matter. Booting up the PS4 version for the first time, we can confirm a 1080p resolution is in place along with anti-aliasing that falls closely in line with standard FXAA. However the reality is somewhat more complicated, as the resolution does vary between platforms while frame-rates fall short of the desired 60fps ideal in a number of areas.
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Despite not using the latest build of Epic Games' middleware, the technology allows for a true generational leap in graphical quality over 2011's self-titled Mortal Kombat reboot - the game featuring considerably more detailed character models, environments, and a liberal increase in the use of post-processing effects and lighting.Īccording to an enthusiastic tweet by creative director Ed Boon, native 1920x1080 visuals and a 60fps update are the goal for Mortal Kombat X.
Based on early reports, development began before the Unreal Engine 4 was available, and so NetherRealm Studios' fighter builds further on a heavily customised version of UE3 designed to target 60fps.
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Though soon to launch on last-gen consoles as well, Mortal Kombat X has the distinction of being the first in the series to take specific advantage of PlayStation 4 and Xbox One.