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Digital Foundry: Apollo Justice: Ace Attorney Trilogy - PlayStation/Xbox/Switch - DF Tech Review

adamsapple

Or is it just one of Phil's balls in my throat?



Some of the best narrative in videogames now arrives on the most modern console platforms. In the DF Tech Review, Oliver Mackenzie checks out how the trilogy looks and runs on PlayStation, Xbox and Switch platforms.


00:00 Overview
01:03 Apollo Justice: Ace Attorney
03:29 Dual Destinies
05:49 Spirit of Justice
06:55 Console comparisons
09:04 Performance
10:27 Analysis and conclusion
 
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adamsapple

Or is it just one of Phil's balls in my throat?
- Aspect ratio changed to 16 : 9 (but used by cropping instead of redrawing)
- Sprite art looks better and upscaled using nearest neighbor upscaling
- Actual 3D assets also see new geometry and are revamped
- 3D elements render at 4K (on appropriate devices)
- Intro cut-scene is higher resolution than original 3DS versions (but not too high, DF thinks it's 720p)

Dual Destinies:
- Rendering Resolution is 4K with some elements at 1080p (on PS5)

Spirit of Justice
- Looks substantially more refined with resolution bumps.

- The game doesn't actually have native versions, runs PS4 and Xbox One games in BC
- Series X looks and runs the same as PS5
- Series S renders at 1080p and seems to be identical to the base Xbox One version

- In general, the art doesn't look as refined when blown up to high resolutions.

- Switch is broadly identical to the other consoles.

- Performance:
- Animated 24 FPS scenes from before are encoded at 30 FPS (which makes them look very jerky
Switch
- Frame time graph is all over the place but it only happens in areas with no movement (so you don't really see it at all)
- When in moving scenes, all consoles seem to lock at 30 FPS easily
- Switch locks at 30 but can show frame pacing that the others do not.
 
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adamsapple

Or is it just one of Phil's balls in my throat?
The performance is very very disturbing.

No it's just weird like that, frame time spikes happen in scenes where there is no movement (still images basically) so you won't know they're there unless you have counting tools.

Performance is decent, although the frame-time read-out can look spiky as some frames have no animation whatsoever - thankfully this isn't meaningful in practice. When there is continuous camera movement or background animation, the games present a stable 30fps update
 

Impotaku

Member
Surprised they even wasted their time. I mean what’s the point on a series that’s 90% static screens and minimal animation. Hardly begging for extensive frame rate tests.
 

SomeGit

Member
The performance graph is irrelevant, DF frame counting tools are based on movement, if a frame has no movement, which is common in AA games, then they can’t detect a new frame even though the game is probably still running at a stable framerate internally.

The pacing on the cutscenes is a shame though, they could have done something interesting with VRR on the premium consoles.
 
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It’s filler content.
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