DigitalFoundry: Metal Gear Solid Delta - Xbox Series X|S Tech Review - X Faster Than PS5? Plus Patch 1.1.2 Tested!

Does the god damn caution alert never die?

I'm up here on a roof top chillin. It counts down and once it nears the end, it goes back to 99. No one can see my redneck ass on this hot ass rooftop dressed like a clown.

Y'all. Cmon now. What is this?
 
Is this game running Unreal Engine 5 on top of the original engine like with the recent Oblivion Remastered release, which was also by the same developer and just as poorly optimised? Or is this a complete remake that just uses the same motion capture for the cutscenes? I don't think I have read any clarification on this.

Whatever, I personally think that Virtuos need to learn how to optimise Unreal Engine 5 games properly because I personally will be avoiding any games they are involved with going forward. I am just fed up of all these poorly optimised UE5 games that are just as bad on consoles as they are on PC. With consoles having fixed hardware you would think that optimisation would be an easy process; at least PC has the excuse of being a more complex platform to code for in terms of hardware combinations etc etc.
yes, its running the same game underneath like most remakes. this is not a brand new remake like Silent Hill 2, RE2,RE3 and RE4. It's more akin to bluepoint remakes like SOTC and Demon Souls. And yes, that might make it more expensive. Especially on a single threaded engine like UE5. Pre UE5.4 anyway.

Virtuous only helped with this game. This was done by an internal konami team and their decision to skip the 30 fps version on the Pro. If virtuous had made that decision, they wouldve included a 30 fps mode like they did with the Oblivion Remastered on the Pro. Sometimes devs just make dumb decisions. Outlaws and a couple of others games back at launch also skipped a 60 fps option with forced PSSR on the Pro back at launch before doing a 180 and adding toggles.

This game runs fine on PC as long as you have a decent CPU and a GPU above a 9-10 tflops equivalent 4060. The game is definitely heavy but you can reduce some settings to high or medium and have a solid 60 fps experience. this is not the same as oblivion which was trash even on modern CPUs and GPUs. Or Stalker. this is more like Wukong or SH2. CPU bound in some rare scenarios but mostly very heavy on the GPU because they are pushing all the big UE5 features.
 
Does the god damn caution alert never die?

I'm up here on a roof top chillin. It counts down and once it nears the end, it goes back to 99. No one can see my redneck ass on this hot ass rooftop dressed like a clown.

Y'all. Cmon now. What is this?
wrong thread.
try asking here:

 
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wrong thread.
try asking here:

You right.

I'll say this. Game runs BUTTER smooth on my peasant PS5. Not counting frames. So can't say. But feels 60
 
UE5 wouldve been to blame some time last year. But they have fixed the CPU issues back in April of 2024. almost a year and a half later, no game should be getting released on UE5.4, especially one with cpu related drops like this one.

i love the visuals even though they are really heavy even on expensive GPUs, but the CPU issues are on the devs and devs alone.
I'm not arguing with NeoGAF's Unreal Engine 5 #1 fan about this. Aside from a walking simulator I haven't seen a game that is a performer on that thing. And said walking simulator was 30 fps and blurry for a year and a half. It's a cancer.

Signed:
— NeoGAF's Unreal Engine 5 #1 hater.
 
I'm not arguing with NeoGAF's Unreal Engine 5 #1 fan about this. Aside from a walking simulator I haven't seen a game that is a performer on that thing. And said walking simulator was 30 fps and blurry for a year and a half. It's a cancer.

Signed:
— NeoGAF's Unreal Engine 5 #1 hater.
Banisher of Dontnod runs quite well on ps5 pro to be fair. At least for a good chunk of the game, I'm not going to far off yet. Quite surprised to found so few traversal stutters and quite tolerable.
 
Banisher of Dontnod runs quite well on ps5 pro to be fair. At least for a good chunk of the game, I'm not going to far off yet. Quite surprised to found so few traversal stutters and quite tolerable.
Banishers doesn't use plague "features" like lumen and nanite
 
Are you sure?Not Lumen GI highly probable but nanite I can't say.
I can't be 100% sure, but this is what the tech sites saying like dsogaming for example
Also, even though the game is powered by UE5, it does not support Lumen or Nanite.

Game's performance also a strong sign that it's free of this garbage
 
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Banisher of Dontnod runs quite well on ps5 pro to be fair. At least for a good chunk of the game, I'm not going to far off yet. Quite surprised to found so few traversal stutters and quite tolerable.
A good engine wouldn't need a 16TF machine to run every game. It'd be good in a 10TF machine:
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A good engine wouldn't need a 16TF machine to run every game. It'd be good in a 10TF machine:
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UE5's had games that perform well and games that don't. The engine is doing some forward looking rendering things on console hardware like Lumen RT and has clawed back as much as 40% CPU performance with code-base updates, it's a pretty good, versatile, engine all things considered.

Some devs just get over-ambitious with visual flair over performance.
 
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While I do like to see his findings, a lot of his recommendations are targeted at his TV and doesn't translate for everyone and when it comes to the actual gaming part he doesn't know what his talking about.
Thanks for posting though 👍
 
While I do like to see his findings, a lot of his recommendations are targeted at his TV and doesn't translate for everyone and when it comes to the actual gaming part he doesn't know what his talking about.
Thanks for posting though 👍

I personally used -2 brightness way before his video. It lowers black level (still not 100% fix without lowering vrr black level in TV settings).
 
A good engine wouldn't need a 16TF machine to run every game. It'd be good in a 10TF machine:
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UE5 wasn't thinking to run to 60 fps on base console, to be fair. Yes it's improved a lot lately but most of the UE5 games not run at stable 60 fps on base consoles outside if they targeting mainly 60 fps. But they have a lot of important compromises.
 
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Can't have fun. I'm told it's ass. No fun here. None. zero. 0️⃣

(Lies)

Nah. No joke. Smooth as butter feeling to me. Not counting frames here. Just messing around and enjoying it.

I'm genuinely unfamiliar with MGS3

Only really played MGS and MGS2 (MGS5 also)

But yeah. Kinda first for me on this one
This is the attitude I have, although I always wait a month after release of a game to get a good patch. Heck, outside of the memory leaks, I was fine with Oblivion remaster.

These small issues should be behind us anyway. I can't see any new games release on these older versions of UE 5.
 
UE5 wasn't thinking to run to 60 fps on base console, to be fair. Yes it's improved a lot lately but most of the UE5 games not run at stable 60 fps on base consoles outside if they targeting mainly 60 fps. But they have a lot of important compromises.
An engine that is not targeting 60 on consoles is what I call a bad engine. I think Epic started on this one generation too early and UE5 should be skipped in development until then.
 
An engine that is not targeting 60 on consoles is what I call a bad engine. I think Epic started on this one generation too early and UE5 should be skipped in development until then.


Nah, can't agree with this take at all, unfortunately. UE5 is good and only getting better.

Imagine SH2 remake running on Unity and shudder.
 
An engine that is not targeting 60 on consoles is what I call a bad engine. I think Epic started on this one generation too early and UE5 should be skipped in development until then.
Neither UE3 or UE4 targeting 60 fps though. 60 fps on console it's started to be a thing just this generation.
 
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An engine that is not targeting 60 on consoles is what I call a bad engine. I think Epic started on this one generation too early and UE5 should be skipped in development until then.
That means every engine this gen is a bad engine. Remedy's northlight, Massive's snowdrop, Capcom's RE-Engine, Square's FF16 engine, Bethesda's creation engine, all have drops below 60 fps in big cities or when action ramps up. Despite resolutions dropping all the way down to 720p.

Then you have the AC shadows Anvil engine that literally gets rid of RTGI in the 60 fps performance mode just to hit 60 fps. Like literally gives you a last gen version. CDPR did the same thing on consoles, no RT in performance mode in Cyberpunk. Dragon Age Veilguard as well. No RT. Last gen graphics to hit 60 fps. That leaves the ID tech and Machine Games engine that does hit 60 fps with RT but looks last gen as fuck. Or sony or nintendo first party games that look last gen as fuck but do hit 60 fps.

At least with UE5, you are getting nanite and lumen in the 60 fps modes.

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dont listen to df. the drops to 30 fps are rare, happen during explosions for a split second and are CPU related. I am not getting them on PC and not just because i have an amazing GPU now, but because my cpu was always better than the zen 2 CPU Cerny retardedly decided not to upgrade in the Pro.

Besides, hardware lumen has an even bigger hit on the CPU because its real ray tracing.

Could they have done a 30 fps hardware lumen mode like Silent Hill 2? Yes.
Could they have done a 60 fps mode on the Pro that is more consistent than the base ps5? Yes, if they keep the same graphics settings and if they had stuck with TSR instead of PSSR which is more expensive. The game is GPU bound in most scenarios so having a 45% more powerful GPU would give you 45% more frames. But those rare CPU drops to 30 fps that DF is outlining will still be there until they go to UE5.4 which they never will.

Basically if they had literally done nothing on the Pro, you would be seeing a 30 fps mode that comfortably sits around 1800p-1440p and a consistent 1080p 60 fps.
They should still in theory be able to easily make those changes though right?

I have no hope because they are buffoons not already having them in the game at launch but my goodness, the decision making and mode implementation (or lack thereof) is what makes this port a disgrace, NOT the fact that they were ambitious with it.

I think people would be 10x more accepting of the situation if they had provided those modes. Gamers just have nuance in their arguments, just rolling with Youtuber fraud channels brain dead takes that "UE5 sucks and Konami sucks for using it" without getting specific about how the clowns didn't use the latest versipn of UE5 and didn't include basic modes on the Pro.

Whole thing made worse by the lying developers comnents during an almost YEAR long delay they could've spent fixing this port. The fact that no dev has gone back and updated any UE5 games on consoles to the newer version further aligns with what ive been saying all along, that consoles are treated like absolute shite by developers
 
They should still in theory be able to easily make those changes though right?

I have no hope because they are buffoons not already having them in the game at launch but my goodness, the decision making and mode implementation (or lack thereof) is what makes this port a disgrace, NOT the fact that they were ambitious with it.

I think people would be 10x more accepting of the situation if they had provided those modes. Gamers just have nuance in their arguments, just rolling with Youtuber fraud channels brain dead takes that "UE5 sucks and Konami sucks for using it" without getting specific about how the clowns didn't use the latest versipn of UE5 and didn't include basic modes on the Pro.

Whole thing made worse by the lying developers comnents during an almost YEAR long delay they could've spent fixing this port. The fact that no dev has gone back and updated any UE5 games on consoles to the newer version further aligns with what ive been saying all along, that consoles are treated like absolute shite by developers
well didnt the silent hill 2, jedi survivor and avatar/star wars outlaws devs go back and add PSSR and 30 fps toggles? So i guess these guys can as well but japanese studios are different. they dont get it. they dont spend as much time on forums or twitter. and japanese players dont give a shit about any of this technical stuff. regardless of how easy it is to remove pssr and replace with tsr, i dont think they will do it. maybe if virtuous is taking over post game development from the internal japanese studio, they might, but their track record with oblivion's post game updates is not that great.

What's funny is that a Taiwan based studio is making Silent Hill F and John played it at gamescom at a solid 60 fps and very good image quality on the Pro. Another UE5 game and way better performance even in the preview build. Taiwanese, korean and Chinese studios making more optimized games is hilarious to me considering konami has been making games for like the past 50 years.
 
UE5's had games that perform well and games that don't. The engine is doing some forward looking rendering things on console hardware like Lumen RT and has clawed back as much as 40% CPU performance with code-base updates, it's a pretty good, versatile, engine all things considered.

Some devs just get over-ambitious with visual flair over performance.
I dont think there's more than two games that use the latest version ot UE5 on console to take advantage of the better CPU gains. We also never see these features back ported once they launch like PC players seem to get all the time. It's a big problem I see with the consoles. Maybe it wasbunderstandable when consoles were seen as a cheap alternative to PC but now we have expensive xbox consoles and $800 ps5 pro. Gamers need to start demanding this stuff from these devs or they will keep treating console as an afterthought. We pay the highest prices for games too the least these devs should do is strive for the same basic features. Same thing was happening when FSR3 replaced fsr2, all the PC games got it patched in but not console.
 
Nah, can't agree with this take at all, unfortunately. UE5 is good and only getting better.

Imagine SH2 remake running on Unity and shudder.
I really want people who are so vehemently anti-UE5 to find another engine that has as many people who know how to use it while producing the level of fidelity UE5 is capable of.
 
What's funny is that a Taiwan based studio is making Silent Hill F and John played it at gamescom at a solid 60 fps and very good image quality on the Pro.

That's comforting to know. Been worried about the pro for that game. That one trailer captured at 60 on pro did look pretty damn good, with extremely minor shadow flickering. Perhaps they did not go with PSSR and just ran at a higher resolution. Or Sony came in to help them out (unlikely)
 
I really want people who are so vehemently anti-UE5 to find another engine that has as many people who know how to use it while producing the level of fidelity UE5 is capable of.
What level of fidelity? There is no a single ue5 game which show this mythical level of fidelity that is clearly above the competition
 
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UE5 and HDR don't mix. Very rare to find an exception. Most look like shit, and you're better off with SDR. That's on consoles. It's even worse trying to get decent HDR on Windows.
Truly the engine of this generation. It's more impactful a good HDR implementation than all the nanite shite, but some people here are decided to defend this crap.
 
That means every engine this gen is a bad engine. Remedy's northlight, Massive's snowdrop, Capcom's RE-Engine, Square's FF16 engine, Bethesda's creation engine, all have drops below 60 fps in big cities or when action ramps up. Despite resolutions dropping all the way down to 720p.

Then you have the AC shadows Anvil engine that literally gets rid of RTGI in the 60 fps performance mode just to hit 60 fps. Like literally gives you a last gen version. CDPR did the same thing on consoles, no RT in performance mode in Cyberpunk. Dragon Age Veilguard as well. No RT. Last gen graphics to hit 60 fps. That leaves the ID tech and Machine Games engine that does hit 60 fps with RT but looks last gen as fuck. Or sony or nintendo first party games that look last gen as fuck but do hit 60 fps.

At least with UE5, you are getting nanite and lumen in the 60 fps modes.

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You are equating RTGI as next gen and that is disingenuous. Base consoles can't do that other than at very low resolutions and their upscalers aren't IA based so IQ just sucks. RTGI is a mid gen or PS6 gen feature. The Pro can only make it look good because the upscaler isn't the FSR2 shite. Base consoles have plenty of good looking games that look better than anything that has UE5. Do they have RTGI? No, but IQ to see the quality of the assets and performance makes for it ten times. A couple of examples you made: doesn't 40fps AC Shadows have RTGI and virtualised geometry? And yep, DD2 sucks but every other implementation of the engine is best in class, even if they have last gen versions. By the way, DD2 tanks to 20fps in an open world. Snake Eater tanks to 20fps in a PS2 "I'm streaming from the slowest optical format", cubicle based, linear designed, 20 years CPU logic fucking remake. And throwing the creation engine here is desperate. It has never been good.
 
You are equating RTGI as next gen and that is disingenuous. Base consoles can't do that other than at very low resolutions and their upscalers aren't IA based so IQ just sucks. RTGI is a mid gen or PS6 gen feature. The Pro can only make it look good because the upscaler isn't the FSR2 shite. Base consoles have plenty of good looking games that look better than anything that has UE5. Do they have RTGI? No, but IQ to see the quality of the assets and performance makes for it ten times. A couple of examples you made: doesn't 40fps AC Shadows have RTGI and virtualised geometry? And yep, DD2 sucks but every other implementation of the engine is best in class, even if they have last gen versions. By the way, DD2 tanks to 20fps in an open world. Snake Eater tanks to 20fps in a PS2 "I'm streaming from the slowest optical format", cubicle based, linear designed, 20 years CPU logic fucking remake. And throwing the creation engine here is desperate. It has never been good.
There are several examples in there that are not using any kind of RTGI. Alan Wake 2, FF16 and Monster Hunter Wilds all used baked lighting and still have drops in their 60 fps modes.

And yes, the 40 fps modes in AC shadows have rtgi and virtualized geometry but that seems to be the max limit of these consoles. The issue is a consistent 60 fps. I think devs should focus instead of a locked 40 fps and forgo the 60 fps modes altogether. The AC shadows devs left out the RTGI from the 60 fps mode for this reason.

The problem is the console. I literally gave you six different engines that all have issues. I actually left out frostbite which drops to 548p in order to maintain 60 fps in dragon age veilguard and thats a last gen looking game. I dont think RTGI makes something look next gen. I literally said that indy and doom have RTGI and they look last gen. But Cyberpunk and AC shadows both need RTGI to look next gen.

I dont know what games you are playing on these consoles that look better than UE5 and run at a consistent 60 fps with all bells and whistles. The only ones i can think of are sony's cross gen looking games like DS2, Spiderman 2, GOW and HFW. you are not going to convince many that they look better than UE5 games.
 
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I know. That's why I avoid arguing with fans of the smear engine.
Nah you avoid it because you've been shown half a dozen different engines that all struggle to hit 60 fps and you just refuse to accept that the problem is with the consoles not being powerful enough.
I'd take Battlefield 6 with all its last gen features over this.
Glad you've finally admitted that these consoles can only do 60 fps with last gen graphics.
 
Dont forget the image quality. It was atrocious. Pixel crawling everywhere. jaggies galore.

But we all put up with it because we wanted games to push the bar. We wanted to be wow'd by amazing stuff instead of playing mediocre safe risk averse sequels at 4k 60 fps. Did people bitch about sotc running at 15 fps during most boss fights? of course. but no one had it cancelled on social media or i guess forums back then or in the reviews, print or video. San Andreas consistently ran at 20 fps when traversing the city. Literally the biggest game of the generation. People looked at GTA3 and realized that rockstar was literally giving us a generational leap in scale and understood that it comes at a cost.

Now? No one wants to understand everything, and everyone just has an agenda against UE5, or devs who value fidelity over some drops in performance. Even if most of the times the game runs at 60 fps. Something that wasnt standard on consoles until 2020.

Low framerate looked a lot better on CRT or plasma though, that's the big difference between now and then. Display techs we do have now no longer play well with framerates below ~40.
 
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