![]() Improved texture detail is often noticeable and rather oddly enough even some interact able assets have been completely swapped out. Additional lanterns and light sources dot the levels, extra detail on props, doors and walls. Interestingly enough, there are certainly improvements to the games assets. While the surface isn’t supposed to reflect flowers and rolling meadows, lighting, fire and other light sources had a rather muted impact on the world around them. Light didn’t seem to effect the mood or ambiance in quite the way you’d expect it too, this would leave certain areas looking rather drab and grey. One common complaint with the original release was the lighting often felt a little too harsh, and often left scenes (particularly above ground) washed out of color. Tessellation is an obvious victim of ‘console budgeting’, it is there – but it’s not quite as clear and defined as the PC version.īoth the PC and PS4 versions of Metro 2033 Redux do indeed feature vastly improved lighting. That being said, when you compare the raw GPU and CPU horsepower of the consoles it goes without saying neither Sony’s or Microsoft’s machine can match up to a high spec PC. Given the choices between 4A Games lowering the internal resolution (to say 900P) or possibly targeting a lower frame rate, and the second option of using 2x or 4x MSAA, we feel they’ve made the correct choice.įortunately the next generation consoles are outfitted with a lot more RAM than say the PS3 or X360, which lends itself to improved quality in the world. A broke white frame can be seen around some doorways and objects against walls, and while they’re certainly present in the PC version (even with SSAA x2) it isn’t quite as noticeable. ![]() There are also slight issues with shimmering or slightly strange geometry. Areas with higher contrast can (for example, lightning flashes) can look a little ‘ropey’. That’s not to say that the Post Process is perfect, and as is often the case with FXAA or similar techniques, the coverage isn’t always even. There are clear concessions with the console version of Redux – Anti-Aliasing falls to the task of a Post-Process AA, which does a reasonable job at eliminating ‘jaggies’ from the image. Graphically there are numerous improvements to the lighting, models and dare I even say it – textures, and the additional gameplay enhancements certainly help out too. This is not the case with Metro 2033 – in our humble opinion, the vanilla version of Metro clearly loses out to the next generation console outing. Sure, there were better facial details, improved TressFX (even over PC) and a few other things, but the title lacked Tessellation, inferior Anti-Aliasing, at times worse lighting… in other words the two versions were a toss up. ![]() While in our Tomb Raider Playstation 4 vs PC comparison we were of the mindset that calling the next generation iteration of the title the ‘Definitive Edition’ was perhaps a little strong. We’ve set the native resolution of the game to ‘1080p’ and all other settings at their highest. We wanted both PC versions to look their best, and it also serves to see if there have been any improvements with the implementation of hardware Physx. Another decision we’ve had to make during benchmarking was whether to include Nvidia’s Hardware Physx in our tests, after much internal debate we’ve gone ahead and checked the “advanced Physx” box. For this end, we’ve decided to use 2x SSAA in Metro 2033 Redux, and AAA in the original PC title. ![]() Higher levels are going to eat up performance. If you’ve a rig that can handle it, technically you could employ downsampling from 8K, turn on SSAA and profit with a completely smooth image – but in reality few have the amount of GPU grunt to achieve this. The tricky part when it comes to console vs PC comparisons is always the graphics settings, and this is never more true than the resolution. This improvement alone provides a large visual boost over the Playstation 3 and Xbox 360 versions of Metro, which ran at 1152圆40P on the Playstation 3, and while the Xbox 360 managed a slightly improved 1280×672 is a far cry from full 1080P glory. Speaking about the Playstation 4 version first, we’re pleased to report that the title is indeed running the native resolution of 1920x1080P, and maintains a virtually constant 60FPS throughout.
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