

Use the full-screen button on the bottom-right of this window for full 720p resolution. "The sub-HD presentation of Tekken 6 is replaced with a brand new approach which sees resolution adjusting on the fly according to the load exerted on the core rendering technology." Tekken Tag Tournament 2 compared on Xbox 360 and PlayStation 3. In some places the lighting model can appear rather flat, despite the inclusion of lens flare, light shafts and bloom. As an opening look at our head-to-head video (and accompanying comparison gallery) reveals, image quality lags behind competing fighting games, the highly impressive object blur effect limiting the extent of the graphical upgrades in other areas. Some of the environments feature convincing multi-tiered elements, while the characters themselves are still some of the most detailed to grace a fighting game to date: polygon counts are high and the quality of the animation is excellent.Īll of this combines to create a rather slick experience overall, although not without a few compromises.

The initial rendering resolution has been upped considerably, and the engine has also been refined and optimised to allow for up to four characters to appear on screen at once. With Tekken Tag Tournament 2, Namco has found a good middle-ground between including their show-stopping object blur effect and maintaining the solid 60FPS required for the deep and responsive gameplay the series is known for. Turning off one of the most impressive effects arguably improved the game, and it's clear that the developers weren't so happy about that, adopting a new approach for the sequel. However, turning off the effect yielded dividends on both consoles - anti-aliasing was enabled on PS3 and a 1365x768 resolution downscaled to 720p on Xbox 360 provided a small amount of super-sampling. Both versions adopted a sub-HD framebuffer set-up (1024x576) with no anti-aliasing due to the computationally heavy requirements of including the object blur effect.

In Tekken 6, we found Namco juggling image quality and performance while implementing an impressive object blur effect to enhance the look of the game, resulting in two very different rendering set-ups for each console.
