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Enemy Territory: Quake Wars finally made it to consoles last week. After more than a six month gap between their release and the original PC game we expected to be playing decent ports, but sadly one of the games left us severely disappointed. Quake Wars on the PlayStation 3 simply looks far worse than its Xbox 360 counterpart. Read on for plenty of comparison screen shots.
The main thing to note is the missing layer of graphical effects in the PS3 game. Although far from terrible looking, the PS3 game has a look not too dissimilar to a PC game from a few years ago. On the Xbox 360 more care has been made to bring over the PC game's impressive visuals, and as such this version doesn't look out of place on Microsoft's console.
One obvious difference is how much brighter the PS3 game looks compared to the Xbox 360 version. This appears to be because of the lack of high quality lighting which is present in the Xbox 360 game. It's also worth noting that the PS3 version generally runs at a slower frame rate than the Xbox 360 game, with some terrible slowdown when lots of geometry is on screen.
All screens were captured over HDMI at 720p and you can view a high definition screen shot by clicking on the image.
Go to Page 2 for comparison screens of the Area 22 map.
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Enemy Territory: Quake Wars: Quick Review11 Jun 2008
Enemy Territory: Quake Wars: Episode Two: EndWar, Ninja Gaiden 2, AoC07 Jun 2008




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But then again, PS3 looks like CS lol, still both versions got problems on the edges, unless its just your bad camera :p
I cannot remember to have seen this bad graphics on the PC, lets see a PC vs 360 article :)
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Wierd...
Morne
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360 look like it's going to rain or going to be dark and gloomy.
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It's also worth noting that the ports of this game were handled by completely different and independent developers (360 = Nerve, PS3 = Activision) so that doesn't really make them comparible. It's not as if the same developer has made the decision to put one effect on one version and not the other due to hardware reasons. It's just that each developer has given their own interpretation and used their own code...
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