

With resolution set to 1080p along with SMAA and TAA enabled, the PC version provides a slightly more refined image with better coverage across sub-pixel detail due to the additional temporal AA component.

Bright scenes can show up the resolution deficit on Xbox One, but outside of that the presentation is mostly even across both platforms. The PS4 release has the edge here in providing a slightly sharper image, though there isn't much it during gameplay. In terms of the basic rendering set-up, PS4 delivers a native 1080p image while Xbox One comes in at around 1440x1080p - a reduction in horizontal resolution - with both using post-process anti-aliasing similar to SMAA on the PC version. It's a similar situation to last year's game, which is a little disappointing given the welcome refinements in other areas. Codemasters targets 60fps for consoles, but performance once again fails to hit this target solidly on either platform with frame-rate drops and screen-tear compromising the experience to a degree. On initial impressions, F1 2016 is clearly moving in the right direction, but once we get racing, it's clear that not every aspect of the game shows the same marked improvement. The lighting model also sees notable changes, with the circuits illuminated in a way that delivers more depth to various racing conditions while increasing contrast between light and dark areas. Chromatic aberration is gone and depth of field is used more sparingly, leading to greater clarity and sharpness across environment and car detail. F1 2016 still features a somewhat stylised appearance, but image quality is a definite step up from the previous game. The handling and physics model feels more authentic than last year's game, while on the graphical front the blurry presentation caused by the emphatic use of post-processing is resolved. F1 2016 is Codemasters' second Formula 1 title to hit current generation consoles, and the extra year of development has led to improvements in a number of areas.
