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Forums - Gaming - Face-Off: Metal Gear Solid 5: Ground Zeroes

One of the perks of the PS4 version, as revealed earlier via a tweet, is atmospheric simulation - a real-time approach to rendering skies in the Ground Zeroes mission. This allows clouds to move dynamically and impact the sun's lighting, where by contrast the Xbox One release joins PS3 and 360 with purely static skyboxes

A pass of FXAA post-processing is dolloped across both versions too, which sadly negates some of the clarity we were expecting from the PS4 version, though the final image remains respectable. Meanwhile, in the Xbox One's case there's no stopping the pixel crawl artefacts resulting from its lower pixel throughput, and the drop in image quality here remains tangible.

The resolution details stand as the most dramatic difference though, with Konami happilymaking public the specifics of each version ahead of release. From our pixel counts, we can confirm that the PS4 does indeed push out a 1920x1080 framebuffer as promised, while on Xbox One we have just a 1280x720 window with which to work. For a game that embarks on a crusade for open-world stealth action, the lower resolution on Microsoft's platform does affect visibility when lining up long-range shots - just as it does across Battlefield 4's sandbox areas.

Outside of the resolution disparity, differences between the PS4 and Xbox One mostly fall into a category of subtle curiosities. Object quality is identical, and asset streaming operates in the exact same way - where geometry, foliage and shadows are drawn from the same distance. Normal map quality is a complete match here too, and ditto for the accuracy of shadows and ambient occlusion. Microsoft's platform does, however, set itself apart with a more aggressive full-screen motion blur. This is somewhat bizarre given that it's entirely unique to this version, though only a difference that comes to light when comparing still shots.

Crucially, the Xbox One and PS4 releases are relieved from the pop-in. A choice addition to the Fox Engine is its ability to stream assets in the background.

Even up-close, the new platforms simply render in more details and at a greater vantage. We have a surplus of grass, rocks and other minor extras populating the world on Xbox One and PS4 too, though again, neither adds more to the scene than the other. 

Onto more good news; the Fox Engine is already cementing its reputation as an engine built for rock-steady performance. Not only is it designed to hit 60fps with v-sync on PS4 and Xbox One.

Metal Gear Solid 5: Ground Zeroes - the Digital Foundry verdict

As an early example of how the Fox Engine is refreshing the Metal Gear Solid series, it's hard not to come away impressed with this Ground Zeroes prologue. The PS3 and 360 releases buckle under the weight of its new-found ambition, with general performance lurking in the 20-30fps range, but on the whole the game is still fundamentally enjoyable as an open-world action game. Visually it's tie between these two older platforms down to the smallest details, though in the end the 360 does hold at the 30fps target more convincingly when stressed - making it the recommendation in this particular head-to-head.

As for the PS4 and Xbox One releases, Kojima readily concedes that having started development on earlier platforms, the game "might look a little behind" titles created specifically for newer hardware. Even so, the generational leap brings with it boosts to texture quality, much improved accuracy to lighting and shadows, and a curtailing of the pop-in we see on the memory-limited PS3 and 360. But chief among the advantages here is a committed approach to hitting 60fps on both platforms, where performance is hitch-free during all our tests. So determined to hit this figure without a drop, in fact, extra effects such an 80s-style movie filter were seemingly dropped mid-production, having proved too much of a drain on resources - even for these newer systems.

But the king of the roost is most certainly the PS4 version, with its slick 1080p presentation marking a clear lead over the maximum 720p possible on Xbox One. The atmospheric rendering for skies is also a welcomed, if subtle extra on PS4 - the ramifications of which aren't fully fleshed out for single area demonstrated here. With no PC version in sight for the moment, this is clearly the way to brace yourself for the full Phantom Pain package due late next year.

http://www.eurogamer.net/articles/digitalfoundry-2014-metal-gear-solid-ground-zeroes-face-off



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Funny how that ended up. So 360 version for players of the seventh gen, Ps4 for players of the eight gen?



Wright said:

Funny how that ended up. So 360 version for players of the seventh gen, Ps4 for players of the eight gen?

Have you forgotten already? 360 was the go-to console for third party games in the seventh gen. As a PS3 owner I know I haven't.



Sal.Paradise said:
Wright said:

Funny how that ended up. So 360 version for players of the seventh gen, Ps4 for players of the eight gen?

Have you forgotten already? 360 was the go-to console for third party games in the seventh gen. As a PS3 owner I know I haven't.


But one could think that Kojima...well...

 

Rising is better played on the Ps3. The funniest part is that the Rising exclusive content in Ground Zeroes is on the 360 too xD



FXAA again? I won't bottler to have 1080p30fps with 2xMSAA... devs needs to stop with these fakes AA methods.

The game BTW is a must to have... EPIC.

PS. I guess I will be banned for that comment



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Looks impressive across all platforms. The performance of the last gen games is not good though. 60fps and extra effects make the current gen versions shine.



I predict that the Wii U will sell a total of 18 million units in its lifetime. 

The NX will be a 900p machine

pezus said:

"Not only is it designed to hit 60fps with v-sync on PS4 and Xbox One, but the overhead so high that not a single frame is dropped during our tests. What we're left with is an absolute lock on that number from start to finish, giving us a monotone 16ms reading in our frame-time analysis, ensuring an entirely consistent experience. This entitles Ground Zeroes to the fastest turn-around for a frame to appear on-screen following the player's input - a sublimely responsive game on whichever of these consoles you might own."

 

Very nice.

 

I'm expecting Phantom Pain to look quite a bit better, since (I think?) it's exclusive to next-gen

I thought I had included that in my thread post because I was impressed with that aspect as well. :)



"Fox Engine was created with the current generation in mind. Maybe with other games that are being created exclusively for next-gen it might look a little behind."

I had a feeling MGS5 might look dated when it finally comes, if its in 2015 it will show it belongs on old gen hardware. To bad next mgs is not a true new gen game.

They should really aim for 2014, the longer it takes the worse of ill be in comparison.



havent played it yet have a bad cold plan on getting it this week on my ps4 hope i like it b/c wasnt really feeling mgs4

wondering if they can hit 1080 with PP on xb1 can barely tell the difference between it and last gen versions in this comparison also cant believe the cloud powered console doesnt have dynamic clouds



                                                             

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Wright said:

Funny how that ended up. So 360 version for players of the seventh gen?

No, 360 version does have better framerate, but not the graphics.

Overall, both past-gen versions very unoptimised(~25 avg fps), while current-gen versions have unnecessary excess of fps, which could have been presented in better graphics on both platforms.



Nintendo 2018

English is not my native language.