Digital Foundry tackles All-Stars Racing Transformed

Digital Foundry tackles All-Stars Racing Transformed

by February 8, 2013

Head-to-head on polygons, textures, and framerates

If you’re the kind of person who cares about graphical fidelity, Eurogamer’s Digital Foundry articles should be at the top of your reading list. They provide, without a doubt, the most in-depth analysis of video game visual effects that you can currently find on the internet. And today, Digital Foundry goes head-to-head with Sonic & All-Stars Racing Transformed. In the article, they pit the Xbox 360, Playstation 3, and Wii U versions of the game against the recently-released PC version of ASRT, and predictably, the PC version seems to win pretty handily, though they give props to the Wii U release as being the best of the three console versions:

Putting the strong PC port aside, we’d pin the Wii U version down as the console version to opt for based on flexibility alone. Despite being a launch title, the range of options it boasts above the competition is commendable, with support for all original Wii control configurations, plus the GamePad and Classic Pro. Once set, all five players can also be taken online as a group, and, best of all, the visuals and performance aren’t noticeably cut down in the process of adding these new modes and features.

You can check out the full article, with tons of screenshots, comparison videos, and framerate stability charts right here.