Besides this, we have a resolution option, plus a setting to lock the frame-rate at 30, 60fps or leave it entirely unlocked. Alas, the PC release once again arrives in something of a barebones form, shipping with a single toggle for low and high graphics detail (the latter matching the current-gen console standard). It's the same visual setup for each - and for PC too. Outside of differing button prompts and an occasional offset in running animations, it goes a long way to prove there's a strong common ground between PS4 and Xbox One.
As you can see in our video below, every sprint, pass and shot is performed via the exact same input, meaning we can match our footage as closely as possible. To get a good measure of how each stacks up though, we control both consoles in real-time from the exact same controller.
Here, PC delivers a slightly cleaner 1080p image owing to its use of 4x MSAA on these spots, not quite matched by the lower sample implementations on PS4 and Xbox One. The only discrepancy is during pre-match build-ups, involving long shots of stadia with high contrast edges. Thankfully, the per-object motion blur effect, which was missing from the Xbox One version of FIFA 15 at launch (and later patched in) is here from the start. The setup is a familiar one for the series of course everything is matched, from the full native 1920x1080 resolution to the lighting model, animation, and even grass shading and texture filtering levels. From a technical standpoint though, there's little to separate the console versions in terms of visuals or features - but as a package, does FIFA 16 bring anything tangibly different to the table over FIFA 15? It sticks to series tradition by keeping console-specific strengths limited to exclusive content, in the form of select cards in the Ultimate Team mode - where Xbox One gets a handful of legendary players this year. Putting parity above all else, FIFA 16 arrives on PS4, Xbox One and PC with a near pixel-matched output on all three.