Metal Gear Solid V - PC vs. PS4 screenshot comparison

-SD-

Banned
EDIT: Interactive comparison with new screens and explanations on the Konami website (via age gate): http://www.konami.jp/mgs5/gz/en/products/steam.php5


There's a thread for the PC specs but not for this comparison. Glad to see there's more differences than just the image quality enhancements that is sadly very common in multiplatform PC ports.

Screens supplied by Konami: http://www.neogaf.com/forum/showpost.php?p=139822087&postcount=122

List of the differences: http://www.geforce.co.uk/whats-new/...d-v-ground-zeroes-worlds-first-pc-screenshots

Best way to see the differences:

Slider comparison #1: http://international.download.nvidi...-zeroes-pc-vs-playstation-4-comparison-1.html
Slider comparison #2: http://international.download.nvidi...-zeroes-pc-vs-playstation-4-comparison-2.html

For those that for what ever reason find it hard to compare the two, use these and simply mouse over to see the difference

http://screenshotcomparison.com/comparison/101056
http://screenshotcomparison.com/comparison/101054

Just the screens:

PC
metal-gear-solid-ground-zeroes-cliffs-pc.jpg


PS4
metal-gear-solid-ground-zeroes-cliffs-playstation-4.jpg


PC
metal-gear-solid-ground-zeroes-steam-pc.jpg


PS4
metal-gear-solid-ground-zeroes-steam-playstation-4.jpg


MIRRORS

PC
metal-gear-solid-groui4uz1.jpg


PS4
metal-gear-solid-grouu9ua7.jpg


PC
metal-gear-solid-grou6lujs.jpg


PS4
metal-gear-solid-groun8u6x.jpg
 
So the only difference I can see is the reflection in the puddle (second image). Could someone point out everything else?
 
  • 60 FPS frame rate
  • Additional deferred lights per scene
  • Additional shadows per scene
  • Higher-resolution render targets
  • Higher-resolution shadows
  • Increased detail over distances
  • NVIDIA SLI Multi-GPU support
  • Options to adjust seven graphics features (Effects, Lighting, Screen Filtering, Shadows, Texture Filtering, Textures)
  • Resolution support up to and including 3840x2160 (4K)
  • Screen Space Reflections

Didn't somebody say the engine was limited to 1080p resolution?
 
Very noticeable improvements, but is it basically just more lights and more reflections? What else are they doing?
  • The geometry, light and vegetation LoD distance is much larger. (By far the most significant difference IMHO)
  • Screen-space reflections
  • Higher resolution and more shadows
  • It looks to me like the AO is higher quality

Didn't somebody say the engine was limited to 1080p resolution?
No 3D engine is limited to a fixed resolution. That's just silly talk.
 
  • The geometry, light and vegetation LoD distance is much larger. (By far the most significant difference IMHO)
  • Screen-space reflections
  • Higher resolution and more shadows
  • It looks to me like the AO is higher quality

The console versions seem to have little to no AO in their screens fromthe DF comparison a while back. Or at least, I have trouble seeing it.
 
Very noticeable improvements, but is it basically just more lights and more reflections? What else are they doing?

So what's new in the PC edition Metal Gear Solid V: Ground Zeroes? Here's a handy list:

60 FPS frame rate
Additional deferred lights per scene
Additional shadows per scene
Higher-resolution render targets
Higher-resolution shadows
Increased detail over distances
NVIDIA SLI Multi-GPU support
Options to adjust seven graphics features (Effects, Lighting, Screen Filtering, Shadows, Texture Filtering, Textures)
Resolution support up to and including 3840x2160 (4K)
Screen Space Reflections

http://www.geforce.com/whats-new/ar...d-v-ground-zeroes-worlds-first-pc-screenshots
 
So the only difference I can see is the reflection in the puddle (second image). Could someone point out everything else?
If you look at this, don't you see that some geometry, foliage and lights are completely missing on PS4 at medium to long distances?
 
That increased LoD is HUGE. Will do wonders for immersion when there is not stuff poping-in into view constantly and objects changing geometry.
 
Looks very good. Konami going all out is deserving of support.

That increased LoD is HUGE. Will do wonders for immersion when there is not stuff poping into view constantly and objects changing geometry.

And will pay dividends in the more open-world oriented Phantom Pain.
 
Looks like the infernal pop-in is fixed on PC, really my only performance/graphics related complaint with the PS4 version, so that's great to see.

PC version directed by J.J Abrams.

The lense flares are there in the PS4 version too, the spotlight's just turned closer to you in the PC shot
 
So the only difference I can see is the reflection in the puddle (second image). Could someone point out everything else?

The top image has a better LOD. You can see more objects and buildings in the distance than the PS4 version.

I'm not sure if I'm willing to buy Ground Zeroes again (definitely getting TPP). I am just happy that Konami is giving the PC alot of love now. I'm just hoping they really go all out and and open a Steam Workshop for TPP, and allow the game to be easily modable.

Edit: I'm wondering if Nvidia is convincing Konami to work in Gameworks features for TPP? I would love to see HBAO+, PCSS, Hair simulation, Tesselation (not Nvidia specific) etc. worked into the game. Overall, MGSV looks absolutely amazing for being bound by last-gen specifications. It kind of makes me sad though that we probably won't see a MG title properly developed from the ground up for current gen that's directed by Kojima. I could definitely imagine a current-gen reboot of MG (a completely new series and story).
 
So the only difference I can see is the reflection in the puddle (second image). Could someone point out everything else?
Much, MUCH more detail over the distance. Look at the first comparison, there are more lights, and more details in the distance.
It might also be beneficial to gameplay, as you can better plan routes.
 
I expect TPP to have improvements over GZ on consoles as well. Dont forget GZ is almost 1 year old game.

TPP demoes on PS4 already look improved. For example reflections I presume that will be in next gen version for TPP. Would be cool to compare PS4 GZ vs PS4 TPP same areas and see whether there are improvements. (it has been confirmed you can visit the prison camp in TPP)
 
I struggle to notice any meaningful difference though. The added light sources + LOD and reflections are definitely noticeable, but the rest? Not so much.
 
I expect TPP to have improvements over GZ on consoles as well. Dont forget GZ is almost 1 year old game.

TPP demoes on PS4 already look improved. For example reflections I presume that will be in next gen version for TPP. Would be cool to compare PS4 GZ vs PS4 TPP same areas and see whether there are improvements. (it has been confirmed you can visit the prison camp in TPP)

From what has been domed so far, I saw particle shadowing on FP which is, to my knowledge, not in GZ. So that is a nice improvement.
I struggle to notice any meaningful difference though. The added light sources + LOD and reflections are definitely noticeable, but the rest? Not so much.

Seem pretty meaningful to me. Having a PBR solution without SSR is sadmode (looking at you AC Unity).
 
PC version directed by J.J Abrams.
According to GeForce UK it's very possible that those obnoxious lens flares can be turned off from the in-game menu:

GeForce UK said:
Options to adjust seven graphics features (Effects, Lighting, Screen Filtering, Shadows, Texture Filtering, Textures)

...but if that's not the case I'm sure LF can be disabled by editing a configuration file.

EDIT: Thanks for the heads-up, -griffy-. Second link fixed. Terribly sorry about that.
 
The Fox-Engine is a beast.

I´d take some lastgen-y foliage and textures at high resolution and fantastic framerate over wonky AssCreed:Unity´s next gen every day.

Nice improvements over the PS4 version. Will get it on consoles though.
 
I expect TPP to have improvements over GZ on consoles as well. Dont forget GZ is almost 1 year old game.

TPP demoes on PS4 already look improved. For example reflections I presume that will be in next gen version for TPP. Would be cool to compare PS4 GZ vs PS4 TPP same areas and see whether there are improvements. (it has been confirmed you can visit the prison camp in TPP)

Do you have a source for that?
Not that I don't believe you, but I'd like to read the context for myself :-)
 
Really ? Aside from a few lights and reflections, it's the same.
Honestly, if a difference remotely this huge in geometry and foliage LOD distance would occur between the PS4 and XB1 version of any game, people would call it "LODgate" and the thread would reach 200 pages in an hour.
 
The LOD difference is huge to me, no more shitty pop-ins.

In the meantime, anyone seeking more Metal Gear should check out the excellent action spin-off, Metal Gear Rising: Revengeance, which launched on PC earlier this year. Rumour has it, its impressive sales figures led the way for a return to PC for Metal Gear Solid.

Good, I did my part.
 
Seems much more lighting in the PC version as well.
 
I struggle to notice any meaningful difference though. The added light sources + LOD and reflections are definitely noticeable, but the rest? Not so much.

The pop-in is huuuuuuggee if you've played the game. It is very annoying and visible. Stuff spawns into existence or loads higher detail versions in a ~30 foot circle around you, it's crazy and I'd love to see that level of pop in disapear from games forever. Drives me nuts sometimes in Borderlands 2 also, and I have that on PC--can't change it.
 
Do you have a source for that?
Not that I don't believe you, but I'd like to read the context for myself :-)

Here ya go!

Earlier this year Hideo Kojima wasinterviewed by Geoff Keighley, live on Twitch. One of the questions was whether or not we will be able to revisit Camp Omega, the enemy base in Ground Zeroes, in MGSV: The Phantom Pain. The translation by Kojima Productions’ Ken Mendoza was a bit unclear at the time, and the information was somewhat lost in translation. Kojima’s answer has recently been retranslated byJunkerHQ, and it appears Kojima was actually a bit more specific in his own words.

His actual response to the question was:

“People who own GZ will be able to play a different mission(s) at Camp Omega in TPP. That’s the current plan. There’s something of a big feature involved. It’s never been done in the games industry before. So I can’t go into detail about it, but I think when you experience it for yourselves you’ll be surprised. It’s something that’s only possible through video games.”

So it seems that if you own Ground Zeroes, you will in fact be able to revisit the camp, and there will be some kind of surprise involved. Keep in mind though that this interview is from March of this year, so things may have changed since then.

http://www.metalgearinformer.com/?p=16518
 
Top Bottom