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"We compared the new editions to the original console versions, noting some remarkable differences - not least the impressive boosts to both physical and temporal resolution. Xbox One renders at 912p vs the PS4's 1080p, but it was the frame-rate lock to 60fps that really caught the eye."

 

"We see adaptive v-sync kick in twice during our test session, resulting in a minute amount of fleeting tearing at the very top of the screen - essentially invisible then, tucked into the overscan on most displays. To all intents and purposes, this is a locked 60 frames per second."

 

"Raw mathematics would suggest that the increase in image quality on PS4 is pronounced, but in actual fact, both versions resolve detail extremely well - as the zoomer shots below demonstrate. A couple of image quality factors do separate the two games - outdoor foliage quality (it's cleaner and crisper on PS4) but more importantly temporal instability."

 

"In the case of Metro Redux, both Xbox One and PlayStation 4 versions look extremely similar, with just the level of post-process AA pixel crawl separating them."

 

"Away from the rendering specifics, one platform-exclusive feature we do rather like is 4A's utilisation of the Dual Shock 4's light bar."

 

"Overall, we're rather impressed with 4A's work here. Genuine effort has gone into bringing these two games up to scratch for the new wave of consoles, and the 60fps performance level is a game-changer if you've only played these titles previously on last-gen hardware. We look forward to stacking up the Redux PC versions with the console editions and checking out the technical improvements made there - it should be an interesting exercise in comparing image quality boosts with the impact to performance high-end rendering inevitably has."

 

http://www.eurogamer.net/articles/digitalfoundry-2014-metro-redux-performance-analysis