http://www.eurogamer.net/articles/digitalfoundry-2014-destiny-alpha-tech-analysis
It starts with image quality. Memory and performance constraints on Xbox 360 ultimately limited what the studio could accomplish last generation and left us with sometimes-rough image quality - especially on its pre-Halo Reach offerings. On PS4, the jump to full 1080p resolution makes a massive difference. With the focus on massive worlds filled with far-reaching detail, the move to a higher resolution dramatically improves the experience. Moving away from the experiments with temporal anti-aliasing has instead lead to what appears to be the now commonplace FXAA. While the image is sharp and relatively clean, certain subtle details appear slightly blurred as a result of this. Regardless, the end results are vastly superior to any previous Bungie release and allow its artwork to shine in a way it previously could not.
Mentioned in the Siggraph presentation, and visible in last year's demo were instances of tessellation (or, on reflection, perhaps parallax occlusion mapping). It's difficult to say based only on this alpha release but it certainly appears to be absent in our experience. The environment certainly doesn't appear to benefit from this effect (we couldn't find examples like the ones we saw during E3 last year) while obvious edges remain visible on character models as well. The amount of scene geometry present at any time is still relatively impressive, however, with massive, detailed scenes visible from any distance, but it's disappointing that some of the smaller details aren't fleshed out further. At least enemies and objects appear to be visible from great distances, deftly avoiding any noticeable pop-in throughout.
Performance wise, Destiny delivers a stable 30fps regardless of on-screen action, interrupted only by issues with frame-pacing. There are regularly instances in which a singular frame remains on-screen for an additional 16.7ms, creating a run of three identical frames, followed by a single frame. This interrupts the cadence of frames required to deliver a stable 30fps, creating a slight judder during motion. This issue manifests itself in our consistency graphs as a series of spikes and dips at random intervals - as opposed to the flat 33ms line you'd get from a locked 30fps title with appropriate frame-pacing.
The game appears to have no troubles maintaining a consistent level of performance both in normal missions and multiplayer but the ordering of certain frames gives the impression of subtle frame-rate hiccups leading to a less fluid experience. What's interesting is that there is a history of this issue with Bungie games even on Xbox 360. While Halo Reach was free of this defect, both Halo 3 and Halo ODST suffered from a very similar issue. It was something some of us noticed back in 2007 but weren't fully able to understand what was causing it at the time. Thankfully, unlike those titles, Destiny manages to completely avoid any additional drops in performance, producing an overall smoother experience - but we can't help but wonder if this is a simple bug that could be easily patched, as we saw with a very similar scenario in Need for Speed Rivals.
There's still a fair amount of time to wait until Destiny is ready for its debut on store shelves but, at this point, it's shaping up to be one of the most beautiful cross-gen games in development. There's no single technique here that pushes Bungie's technology beyond the competition, but everything is executed very well and creates a cohesive, beautiful end result. For the most part, the features detailed in the studio's presentation last year appear to be fully accounted for and the 2013 demo is generally representative of what we experienced in the alpha. The most significant flaw remains the frame-pacing issue, which we would very much like to see addressed in the final product as it would have a positive impact on the fluidity of the experience.