
Call Of Duty Ghosts Directx 10 Patch
Call of Duty: Ghost's PlayStation 4 debut hasn't gone too smoothly, with some reviews citing noticeable performance issues - even compared to the 360 game - along with the recent revelation that the single-player campaign is only running at 720p and not the full HD 1080p resolution promised by the developer. Curiously, it turns out that the resolution issue is just a bug that slipped passed quality assurance testing, and this has since been resolved in a day-one patch. All retail and download copies of Call of Duty: Ghosts are affected, so in order to get the full 1080p experience you'll need to download and install the update when it goes live in time for the PS4's European release on the 29th November. Alldata 10.53 2013 portable. So, the PS4 version of Ghosts now runs natively in 1080p across all modes, but how much of an upgrade are we looking at? And have the performance issues pointed out by early reviews been resolved?

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While working on the upcoming next-generation Face-Off, we took the time to find out, capturing a few hours of the game with and without the patch installed to get a comprehensive view of the situation. Our head-to-head video below should give you an idea of what to expect, and we've also put together a small comparison gallery. First up, it's clear that the patch restores 1080p resolution, as promised. Imagery is naturally much sharper, and the increase in artwork clarity is obvious. While the compromised 720p presentation is clearly superior to the current-generation versions of the game, the boost in resolution to 1080p makes the difference far more obvious.
Now equalised with the PC version at native 1080p, we also get a sense of just what compromises have been made in the PS4 game compared to the flagship computer version. Initial impressions reveal a downgrade in texture resolution, slightly lower quality shadows, and less advanced ambient occlusion offering less coverage across the scene. '1080p resolution is restored to the campaign, giving us a kind of halfway house between the launch version and the PC running at max settings.' The improved lighting model over the consoles remains, however, as does the addition of expanded visual effects work. Interestingly, the PS4 game isn't quite as sharp as the PC release despite now rendering at the same resolution: it turns out that post-process anti-aliasing - perhaps FXAA - is used on the PS4, slightly smoothing over texture detail in comparison to the sharper approach provided by multi-sampling on the PC. We'll be taking a closer look at things in the Face-Off, but for now there's certainly a noticeable difference between the PS4 and PC versions of Ghosts, even if the two share many of the same graphical upgrades over the current-generation console releases. One of the main issues surrounding the PS4 version of Call of Duty: Ghosts is the somewhat erratic frame-rate reported by reviewers.
On playing the unpatched version of the PS4 code for the first time, the difference in smoothness between the mostly solid 60fps of the 360 game and the more inconsistent PS4 release is quite obvious - in many scenes we see the appearance of judder and what appears to be slowdown on the PS4, perhaps surprisingly in areas where performance isn't impacted upon in either the PS3 or 360 versions. The day-one patch restores the native 1080p presentation missing from the single-player campaign on the PS4 version of Call of Duty: Ghosts. We now get the clean and crisp output expected from running at such a high resolution, in which fine details in the artwork are better resolved. Despite the native 1080p resolution boost after the day-one patch, the PS4 version of Ghosts appears softer than the PC game.
The use of FXAA on the PS4 - compared to 4x multi sampling on PC - results in some mild blurring of fine texture details. Texture detail is clearly a step up from the current-gen versions of the game, but PC owners get even higher quality art that contains more subtle detail. Ambient occlusion is dialled back on the PS4 when compared to the PC, while computer owners get a DirectX 11 enhanced HBAO (horizon-based) solution featuring a wider radius of coverage, encompassing more objects. Taking the affected clips and running them through our performance analysis tools, we expected the results to show clear frame-rate drops and small bouts of tearing, but surprisingly this wasn't the case at all, with the results showing us a largely locked 60fps bar one or two minor dips and a solitary torn frame.