In some areas we find the PS4 missing a normal map and texture layer used across wet surfaces. While the bulk of the artwork is identical between both versions of Need for Speed. Given that artwork and effects generally appear identical in these areas elsewhere the differences here seems more like unintentional oversights as opposed to a calculated downgrade. There are more unusual variances in other areas though in some scenes we see the PS4 lacking an extra normal map and texture layer used on Xbox One to add details to puddles of water in the ground on wet surfaces, while light sources sometimes appear brighter and feature a stronger bloom component. Ambient occlusion is also given a more advanced implementation on the PS4 too, which see the appearance of extra self-shadows projected across the cars during the the mixed video/in-engine cut-scenes. Texture detail and filtering is also a match, although the PS4 gains a small advantage with regards to level of detail streaming, where distant scenery is resolved to a higher degree across the environment. For example, the use of bokeh depth of field is now present on both consoles - whereas in Rivals the effect is absent on the Xbox One - while motion blur and film grain are also applied with the same level of quality. The core assets and extensive effects work mostly translates to an equal standard across both versions of Need for Speed, with the same range of graphical features deployed on both PS4 and Xbox One. The player-selectable cars are displayed using computer generated models, while real vehicles are used on cars that the actors interact more frequently with. Another interesting choice is the decision to mix filmed footage with in-engine visuals for certain objects during the cut-scenes. The use of grain, motion blur, and depth of field in combination with realistic physically-based lighting allow the game to pass for filmed video footage during some pre-race sequences and cut-scenes, although the illusion is broken once gameplay begins. The heavy use of post-processing is a fundamental aspect in creating Need For Speed's distinctive filmic image. Despite the soft nature of the presentation, image quality holds up well in other areas - a post-process anti-aliasing solution provides clean edges that appear smoother across near-field scenery and sub-pixel details.
At times, there is not much in it with regards to image quality: PS4 wins out in slow moving scenes, but during fast-paced races, the combination on a film grain style effect working in combination with motion blur almost seem to make the differences in the visual presentation academic. Heavy use of post-processing creates a soft focused image across both consoles, which goes a long way to closing the gap from a visual perspective.
On PlayStation 4, it's business as usual with a native 1080p presentation in place, while the Xbox One release sees a 900p pixel-count. However, these changes also prove to be more demanding on console hardware, resulting in slightly less stable performance, along with a drop in resolution on the Microsoft platform. The developer also ramps up the level of lighting and effects, with reflections and post-processing taking centre stage.
The new Need for Speed reboot switches things up from a visual perspective: the large open world structure of Rivals returns, but this time there's a focus on night-time racing and car customisation options that hark back to the popular Underground titles from the series' PS2 era. Two years on, and its clear that the developers have pushed the console silicon harder this time around. Original Story: Ghost Games' current-gen launch title Need for Speed: Rivals delivered a solid, if somewhat conservative multi-platform showing on PS4 and Xbox One - we saw 1080p resolution on both systems, with only minor differences in ambient occlusion and depth of field effects, lending the Sony platform a minor advantage.
UPDATE 11/11/15 4:45pm: Ghost Games have got in touch with this comment about our article, specifically about missing detail on the PS4 version of the game: "We're aware of the missing road detail in some areas of the world and are addressing this in an upcoming patch."