

Neither game possessed anti-aliasing, but the Xbox 360 game actually ran internally at 1365x768, compared to the native 720p of the PS3 version - an extra 13.8 per cent of resolution. There were also curious differences in the setup of the framebuffer itself.

Previously, the Project Soul team had included a small batch of 360 enhancements that gave the Xbox version of SoulCalibur 4 a marginal visible improvement over its sibling: lens flare and bloom effects were omitted from the PS3 game. If there are any surprises in the comparison, it's that there's so little to tell these two games apart. "Aside from some insignificant effects differences, only varying anti-aliasing implementations can separate SoulCalibur 5 from an image quality perspective."
SOUL CALIBUR 5 CHARACTERS IMAGES FULL
Use the full-screen button to ensure you see full 720p resolution in this comparison video. SoulCalibur 5 on Xbox 360 and PlayStation 3.

As you'll see from the video below, and the SoulCalibur 5 720p comparison gallery, this game really is gorgeous - and it's equally impressive on both Xbox 360 and PlayStation 3. It feels as though things have moved on this time around, however. While it's fair to say that the core gameplay in both of these franchises never really changes substantially, the engine powering it definitely does: from a visual perspective, SoulCalibur 4 and Tekken 6 have each evolved in their own way with each new iteration, and it's clear that this new game sees yet another visual leap.īut can the Project Soul development team bring the same level of visual accomplishment to both Xbox 360 and PlayStation 3 versions of the SoulCalibur 5? In Namco's previous fighting games, there's always been a sense that the developers have been testing the graphical capabilities of both consoles, always handing in very close games overall, but often including some intriguing - and often bizarre - differences in the visual feature-set of each version. Renowned for their intricate detail and heavy effects work, the SoulCalibur and Tekken games are a remarkable example of just how much processing and rendering Namco is able to cram into the tiny window afforded by a solid 60 frames-per-second update.
