I searched and couldn't find this, please lock and crash me if old.
Article:
https://www.eurogamer.net/articles/digitalfoundry-2018-crash-bandicoot-nsane-trilogy-face-off
Xbox One S and X:
Switch:
Latency in Switch:
All console builds have 30 FPS cap.
Join John for a comprehensive look at the Crash Bandicoot N.Sane Trilogy, tested on ALL consoles, along with a fascinating look at the PC game - and how our test results suggest that 60fps is possible on console!
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Article:
https://www.eurogamer.net/articles/digitalfoundry-2018-crash-bandicoot-nsane-trilogy-face-off
Xbox One S and X:
he Xbox One side of the situation can be covered very quickly. Playing the game on the base S model offers up an experience that is virtually identical to the standard PlayStation 4 game. The visual feature set is identical and resolution is the same at 1080p, with only the most minor fluctuations in performance setting it apart from its Sony counterpart. Put simply, base Xbox users can go in safe in the knowledge that they're getting an excellent experience - and that only ramps up on Xbox One X, where Crash retains its solid 30fps performance but ramps up the pixel count to a full 4K. That's an impressive 2.25x increase over the 1440p of PS4 Pro.
Switch:
Understandably, the first cutback comes from resolution, with the game running at standard 720p while docked, dropping down to 853x480 in portable mode - a proper, non-anamorphic 480p presentation, effectively. Performance in both configurations is much the same, with a matching 30fps target to the other console builds, but there's more variation in performance more often, both above and below the 33ms target frame-time. Overall, there's more wobbliness in the update here, which is in contrast to the rock-solid performance enjoyed on every other platform.
Latency in Switch:
However, the main issue I had with the Switch version isn't related to visual features at all and comes down to latency. It's not as scientific as I'd like, but pointing a 240fps high speed camera at the Xbox and Switch versions, it looks as if the Nintendo platform suffers from a two frame (33ms) deficit in response compared to the others. It's not great with the Pro controller and perhaps it's down to analogue dead zone configuration but it feels even less responsive on the Joycons
All console builds have 30 FPS cap.
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