While the game is presented at full 1920x1080, the image lacks any sort of anti-aliasing or anisotropic texture filtering, much like the PlayStation 3 version. Background details are aliased and textures are heavily blurred at oblique angles. The training stage, often used in tournaments, fares perhaps the worst with its grid-like texture patterns suffering greatly. Naturally, the PC version allows for high levels of multi-sampling anti-aliasing, while even the Xbox 360 version features 2x MSAA, making the PS4's complete omission of this element rather puzzling.
...
Other changes abound - the PS4 iteration of the game is often more saturated than other versions and appears to suffer from white balance issues.
...
There's also the issue with input lag to consider - Sony promised improvements to this particular limitation of the PS3 version even going so far as to highlight this feature
on the PlayStation blog. It's obvious right from the start that this is, in fact, not at all true. Our initial sense suggested that we were looking at roughly the same amount of lag already present in the PS3 version.
In order to test this ourselves, we recorded video of the display and controller at 120fps while analysing the time between button press and the action occurring on-screen. We retained standard settings on our display, which operates with around 40ms of input lag, and saw an average of 140ms in end-to-end latency. Removing the 40ms of display lag from the equation, we're looking at around 100ms, translating to approximately six frames of input lag - which is comparable to the PlayStation 3 version of the game, but slower than the Xbox 360 iteration. Due to a compatibility issue with our sticks, we were only able to test the game using a Dual Shock 4 but there are some reports online of certain sticks exhibiting additional latency.
While we weren't able to use a stick with the game, there are some extra hoops to jump through for anyone planning to do so. In order to use a USB arcade stick, you must also use a Dual Shock 4 for each player assigned to a specific profile. This means you're looking at two DS4s in order to play using two arcade sticks - not exactly convenient for tournament play. Other games have offered solutions to this problem so it should be possible to address this in a future patch, but the fact that the game ships in this state is downright strange.
...
At least the in-game frame-rate is stable. We spent a good deal of time playing the game over the past couple of days, never encountering a drop in performance.
...
Our only issues with performance remain centered entirely on the sub-par menu system - which actually sees graphics updating at alternating frames resulting in an exceptionally choppy presentation.
...