Bandai Namco has surprised long running fans and newcomers alike by releasing essentially the first Tales game on PC. While originally a PlayStation 3 title, Tales of Zestiria has since been ported to PS4 along with the more open platform. While there are some setbacks for those expecting a full fledged arsenal of graphical options, Bandai Namco is giving us just enough to hope for improvement in the future.
For what the PC version offers, it’s very minimal, but enough to quench the thirst of the userbase. For one, the resolution is capable of going upwards of 4K, along with options for vertical sync, a longer draw distance, Anisotropic Filtering up to 16x, not to mention LOD and Shadow quality sliders going from low to high.
I make note of this at the bottom of the gallery, but the FXAA, while does add a little bit of aliasing to more angular edges, such as long stains of hair, it unfortunately makes a lot of the vegetation hard to look at. It’s not advised to use High FXAA because it blurs a lot of edges, and while this works for other games, how Zestiria is designed, it makes things in the distance messy. We elected to capture footage with the Low setting as it seems to be the best balance (although it seems the PS4 version uses a different method of anti-aliasing as there’s a little more clarity on the characters when at a distance).
Other than the higher resolution capability, Draw distance is the biggest advantage Tales of Zestiria has going for it, allowing more foliage, such as grass and bushes in the overworld to be seen from great distances. Outside of being turned off, it doesn’t really help things in city settings and barely makes a difference on character models, but once out in the world, it does give the PC the slight advantage.
Unfortunately, it was announced prior to the game’s release that Tales of Zestiria would be locked at 30 frames per second, and that is the case. It doesn’t make the game look slow, but it definitely would have been to the game’s benefit to have a more unlocked framerate.
Overall, the two versions are very comparable, with very little differences between the two. On paper, the PC gets a slight edge with all the graphical options, but the PS4 version actually has better anti-aliasing.
We’ve captured a couple screenshots from both versions to hopefully better compare the two. Please note that there is dynamic clouds so some shots aren’t one-to-one in lighting. On the left is PC and on the right is PS4:
Here are some comparisons between FXAA Off, Low, Medium and then PS4, respectively. Second batch is a strange one as you can clearly see more clarity of the characters in the PS4 version.
Finally, here are three shots showing the wildlife and how FXAA affects its. Pay close attention to the trees. First image is FXAA at low, then at high, then the PS4 version.