![]() Performance-wise, don't expect to see much in variation from the standard 30 frames per second. There's some variation according to the angle of the texture, but in motion both versions look the same. Any differences in texture filtering you might see appear to be just down to the different algorithms used by the ATI and NVIDIA GPUs. To illustrate the situation, we've put together a Dead Space 2 comparison gallery for you to take a look at. We've played the demo code through several times now, taken video, extracted stills and pored over them and we're yet to find anything that really shows any kind of noticeable difference between the PlayStation 3 and Xbox 360 versions of the demo. Here we take a close-up look at some textures. These two versions are very, very close indeed. Just like the previous game, v-sync is engaged to ensure visual consistency: there's not a single torn frame in either version. Just like its predecessor it is still running at native 720p with no anti-aliasing (on either PlayStation 3 or Xbox 360), but owing to the mostly muted lighting scheme, it is not too much of an issue. Graphically, Dead Space 2 is a real treat. What we're seeing is a game that improves significantly upon its predecessor, smoother to play and tightened up where it needed to be. First impressions? It's a bit good, isn't it? The Dead Space 2 demo dropped on the PlayStation Store and Xbox Live yesterday, giving us our first chance to get hands-on with playable code that we would hope is representative of the final game set for release on 28th January.
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