Mark Rubin explains Call of Duty: Ghosts resolution differences

When news broke last week that the PS4 version of Call of Duty: Ghosts ran at native 1080p on PS4 and 720p on Xbox One, it was dubbed as “Resolutiongate” by some, and was taken to mean that the Xbox One is not as powerful as Microsoft had advertised.

Infinity Ward producer Mark Rubin spoke to IGN and delved further into the reasons why the change in resolution (bear in mind that the Xbox One upscales the game to 1080p), citing that the fluid, twitchy nature of a locked 60fps rate took priority:

“You know, it’s easy to be comparative when you’re looking at both systems….When you see one out of context from the other I don’t think it’s a big concern. We did our best to make the best looking game on each console, and making sure we nailed down 60 frames per second. That was a key pillar for us.”

Rubin also went on to say that the development team weren’t sure how the game was going to port over to the new consoles, and re-iterated that Xbox One upscales the game to 1080p.

“There’s no maliciousness, there’s no specific reason why one’s 720p, one’s 1080p….That’s just the way the optimisation came out to. To keep a smooth frame rate we needed to be 720p on Xbox One. That being said, it is being upscaled to 1080p, so it is outputting 1080p on your TV, and for the most part the game does look really good. Some people actually think the textures look a little bit nicer maybe on Xbox than they do on PS4.

Without a side-by-side comparison, it will likely be next to impossible to discern the difference between the two versions as they’ll both be running at 60fps and the TV will still be displaying 1080 scan lines. You can read the full interview here, and be sure to let us know what you think in the comments below.