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Wyrdness said:


It's a fair comparison because it gets the point across whether you don't want to hear it or not, TP was a large game for it's day but nowhere near the largest much like MGSV, both these games aren't seamless open worlds, the areas in MGSV are a selection of large areas that are mission specific, you can't run from Afghanistan to Mother Base to Africa in MGSV and each area is far smaller then the areas in the games I mentioned earliar by a massive margin that is why MGS is borderline in this category.

Size matters because we're talking about open seamless worlds here which despite how simple it is you're either struggling to grasp or refusing to for the sake of your argument, the hardware is rendering the whole map in the other games while in MGSV it's rendering an a small select area that is not connected to other areas, want to go to Africa in MGSV you have to exit your current mission and select one base in the area then wait for it to load up. If MGS was rendering all maps at the same time believe me it would only run at 60fps on PC and would make many compromises.

By categorizating MGSV isn't in the same league as the other games as it's not seamless, the TP comparison gets the point across because it would be like standing in Hyrule field and say "Look TP runs fine with large areas" before comparing performing with other large games of that gen like San Andreas.

While i agree that MGS5 and XCX don't make for a perfect comparison, the bolded isn't entirely relevant. How difficult an open world game is to render has little to do with its actual size, but with the size of its various LOD fields and the quality of what's in them. In something like XCX, and even MGS5, everything past a certain distance is being rendered with very low-quality assets (and if it's far enough away often not rendered at all). If an open world game is properly optimized, the majority of its render budget should be focused on the player's local environment.

MGS5 isn't 60fps because it has a segmented world, in-fact i expect that was more of a design decision than a technical one. It's 60fps because of its general focus, and the quality of what's being rendered locally around the player. MGS5 is a pretty nice looking game, but ultimately on a technical level it's mostly just a PS3/360 game that's been polished up (far be it well polished).