![]() 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.Ĭharacter models then, eh? First thing that will strike you if you’re either watching both versions play side by side (so, ya know… watch our videos), or if you’ve played one version then the other are the character models. 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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