La build mostrada estos días de Dark Souls III pasa análisis en Digital Foundry
Based on this demo across the High Wall of Lothric, Dark Souls 3's engine matches Bloodborne on many points. Lighting is a similar plus point based on this demo, and it runs at a full 1920x1080 native resolution on PS4 as well. As for anti-aliasing, we're in familiar post-process AA territory again; pixel crawl is similar to From Software's last game, and on most sharp geometric edges it's ineffective. Fine details like plants produce visual noise in this stress-test, especially as we pan the camera, but at the very least its base 1080p image looks crisp.
As for performance, obviously it's early days right now, but the direction From Software is taking is clear: PS4's frame-rate holds mostly strong at 30fps, though there are streaming stutters between major areas. Dark Souls 3 abandons the 60fps target of the Dark Souls 2 remaster, and now we're running at a half-rate of refresh. It's a capped 30fps game with v-sync, bringing us back to the standard of earlier Dark Souls titles on console. Based on this early build, we're also looking at the very same frame-pacing issues as Bloodborne. We get an average 30fps in most scenarios, but with an issue in frame ordering that produces similar stutter to From Software's last work.
Dark Souls 3 has plenty of development time ahead of it but even this early on, there's huge promise in the sheer scale of Lothric area shown here - an area we hope holds to the series' 'if you can can see it, you can explore it' mantra. In terms of world and enemy designs, there's a sense it's pushing in its own unique direction, and From Software's experience with Bloodborne is applied to a bigger current-gen project overall. As for the core engine-work, it's familiar territory with a sharp 1080p presentation we had hoped for. Barring the changes to its post-process effects, Dark Souls 3's lighting is a standout feature as well, put to great use by the studio's on-point art design.