secondo le prime analisi di Digital Foundry, il gioco girerà a 720p su X1 a 30 fps prevalentemente stabili, alcuni cali e screen tearing però sono stati evidenziati:
http://www.eurogamer.net/articles/di...-quantum-break

Uncharted 4 may be PlayStation 4's showstopper, but it's Quantum Break leading the charge for Xbox One. Blending cinematic third-person action with live action segments, Remedy's latest title is a coming to fruition of Microsoft's original plan to converge TV and video game content into one package.

In fact, nailing down resolution proves rather difficult, due in part to how various elements on screen are rendered. Based on Remedy's own Siggraph 2015 white paper, we understand screen-space lighting, ambient occlusion, and global illumination pipelines are all handled at 1280x720 on Xbox One in order to budget for a 33.3ms render-time.

Curiously, the paper also states Xbox One's final output is 1920x1080, and that's where there is some confusion - as we've yet to see evidence of full HD 1080p gameplay in close analysis - barring the title's HUD elements and menus. In every scene tested so far, a native resolution of 720p is the consistent result found in each pixel count test - so while there's every possibility of individual render targets operating at higher resolutions, basic geometry that we're able to measure hands in a 720p result as things stand.
While Quantum Break remains visually impressive - stunning in many areas, in fact - the core pixel count is clearly a factor in the presentation. However, it is not the most striking compromise we noted in Quantum Break's visual make-up. Draw distances for textures and shadows stand out, and it's commonplace to see assets switch between quality levels as you approach them, making for some rough-looking scenes at times. Additionally, some volumetric light shafts seem very blocky, rendering at what looks like 1/16th of the final 1080p output. While we appreciate the need to pare back various elements for performance reasons, sometimes the impact in visual quality can be a little too distracting.