Digital Foundry- Capcom's ambitions for Resident Evil 6 are lofty indeed: this new game is considerably bigger, faster-paced and more intense than previous instalments with the focus on survival horror toned down in favour of action-packed gunplay and blockbuster-style set-pieces.
The firm's spruced-up MT Framework engine is well suited to delivering such spectacle on-screen, with the revised deferred lighting system - first showcased in Dragon's Dogma - giving the game a phenomenal atmosphere and upgraded physics powering a supremely effective destructible scenery implementation.
Either way, the game is a clunky, unpolished mess. Who cares which version of this turd appears more shiny? lol
"For Resident Evil 6, Capcom has taken a different approach, which sees the gap in performance diminish dramatically, to the point where both versions are almost equal in almost all scenarios."
"What is so surprising is just how close both versions perform taking in account the various gameplay scenarios and the load being put on the engine at any given point"
"Taking into account fluctuations in performance caused by variances in gameplay (no two scenes are exactly like-for-like) frame-rate are basically a match, with certain scenes faring a little better on the 360, and vice-versa on the PS3 in other areas. "
"It's really rare that we see a title with variable performance being quite so closely matched, but in this regard, Resident Evil 6 is quite remarkable"
Both versions are near identical, just let it be.