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Metal Gear Solid V - PC vs. PS4 screenshot comparison

its really NOT that big a difference as far as LoD... dont know how people can say that it is.

Draw Distance
Lighting
Reflections

are the Noticeable differences. but LoD is not a big difference AT ALL.

without seeing reflections, lights, and draw distance... they are very very similar in LoD.
That's a nice big handful of ripe cherries you picked. :P
 
The Sony Brand is finally over. Maybe next decade!

It's over, period. Sony lost their last ace, and that's the end of their PS4 hopes and dreams.

It's not hyperbole, it's not fanboy drivel. It is LITERALLY it for PS4. Sony has nothing left, nothing they can reveal tomorrow would fix the hole now created.
There is no reason left for any one, hardcore or casual, to substantively invest in a PS4, now that you can also play MSGV on PC.
Final Fantasy XV will also come to Steam at some point.

Steam took the last reason away that anyone would NEED to own a PS4 over a PC (except Uncharted 4 LOL GAMING),
and the cavalcade of tiny titles that will be nice but won't stir up any sales is not going to salvage the plebian, underpowered trash that was PS4.
There may be some hardcore gamer's that stick around. Some did it for the Vita. But the last bell tolled. Maybe next decade.

The age of
S
ony is done.
Lol?
 
The Sony Brand is finally over. Maybe next decade!

It's over, period. Sony lost their last ace, and that's the end of their PS4 hopes and dreams.

It's not hyperbole, it's not fanboy drivel. It is LITERALLY it for PS4. Sony has nothing left, nothing they can reveal tomorrow would fix the hole now created.
There is no reason left for any one, hardcore or casual, to substantively invest in a PS4, now that you can also play MSGV on PC.
Final Fantasy XV will also come to Steam at some point.

Steam took the last reason away that anyone would NEED to own a PS4 over a PC (except Uncharted 4 LOL GAMING),
and the cavalcade of tiny titles that will be nice but won't stir up any sales is not going to salvage the plebian, underpowered trash that was PS4.
There may be some hardcore gamer's that stick around. Some did it for the Vita. But the last bell tolled. Maybe next decade.

The age of
S
ony is done.
nice
 
Yeah, I can see the differences. Still looks like the last gen up-port which it is though. I think it does the job, but even MGSV is probably going to be heavily outclassed by the time it is released on the technical side of things.
 
The problem is, if you have more lights, more shadows and more reflections, will it affect the gameplay. You know such extra details can make you get spotted more easily. If the added effects don't affect the gameplay then it is really useless.
 
The problem is, if you have more lights, more shadows and more reflections, will it affect the gameplay. You know such extra details can make you get spotted more easily. If the added effects don't affect the gameplay then it is really useless.
Weren't those lights always there, but only visible from closer distances? So nothing about gameplay changes?
I haven't played or watched many videos of GZ so I don't know.
 
you came into that conversation too late... lol.

So you've changed your view on it? The topic is about MGSGZ PS4 vs PC graphics. I don't think I'm late unless you've changed your mind and realise how easy it is to score a goal when the posts are so far apart.
 
The problem is, if you have more lights, more shadows and more reflections, will it affect the gameplay. You know such extra details can make you get spotted more easily. If the added effects don't affect the gameplay then it is really useless.

Exactly, if graphics don't effect gameplay then they should be cut out entirely.

Thank you for taking your time to make an excellent point for us to read.
 
Exactly, if graphics don't effect gameplay then they should be cut out entirely.

Thank you for taking your time to make an excellent point for us to read.

I know, that graphics must always serve the gameplay. Now they have puddles reflections, I am in a corner behind a container and I think I am sure that the enemy can't see me, then WTF an alert was raised and when I moved the camera I could see my reflection on that puddle from the soldier POV. This is really stupid if they are here just for cosmetics. I also think the extra lights and meshes and reflections can be done on PS4 at least. This not a serious ressource crippling addons. Hell even MGS2 had reflections (not screen space though) and they affected gameplay and soldiers could spot you by them. I thnik the game saved such features (feasible on consoles at leats on PS4) so PC gamers and especially Nvidia users can justify their purchase and not rage for parity .
 
Who can possibly tell the difference between those screenshots? You have to be pretty insecure about your new GPU(penis overcompensator) to see anything worthwhile there!

Check out these screenshot comparisons.

Lame_PC_GZ_Screenshot_1.jpg


Awesome_PS4_GZ_screenshot_1.jpg




Lame_PC_GZ_screenshot_2.jpg


Awesome_PS4_GZ_screenshot_2.jpg


There is no noteworthy difference anywhere in those screenshots!

Check-Mate PC Lamers!
 
Who can possibly tell the difference between those screenshots? You have to be pretty insecure about your new GPU(penis overcompensator) to see anything worthwhile there!

Check out these screenshot comparisons.

Lame_PC_GZ_Screenshot_1.jpg


Awesome_PS4_GZ_screenshot_1.jpg




Lame_PC_GZ_screenshot_2.jpg


Awesome_PS4_GZ_screenshot_2.jpg


There is no noteworthy difference anywhere in those screenshots!

Check-Mate PC Lamers!

;_;

*throws PC in bin*
 
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?

In that pic toward that same NE direction , you can notice more cactus plants at medium distance in the PC version while at long distance you can notice more trees on PS4 version.
 
I know, that graphics must always serve the gameplay. Now they have puddles reflections, I am in a corner behind a container and I think I am sure that the enemy can't see me, then WTF an alert was raised and when I moved the camera I could see my reflection on that puddle from the soldier POV. This is really stupid if they are here just for cosmetics. I also think the extra lights and meshes and reflections can be done on PS4 at least. This not a serious ressource crippling addons. Hell even MGS2 had such types of reflections and they affected gameplay and soldiers could spot you by them. I thnik the game saved such features (feasible on consoles at leats on PS4) so PC gamers and especially Nvidia users can justify their purchase and not rage for parity .
It's a weird post coming from you. They are using SSR for reflections and I'm pretty sure you know how it works. Other real-time techniques aren't really feasible in today's games. (Older games have used other techniques, but some of them are hopelessly expensive now thanks to really detailed worlds.)
I'm sure PS4 could have all those lights and better LOD (Looking at some other games) but its version was released quite a while ago (a year?) and since they targeted 60 fps while possibly having tight deadlines (baseless speculation) they couldn't fit all that in rendering budget. (optimization takes time) Compromises had to be made.
Is it a joke post? That last part seems like it.
 
It's a weird post coming from you. They are using SSR for reflections and I'm pretty sure you know how it works. Other real-time techniques aren't really feasible in today's games. (Older games have used other techniques, but some of them are hopelessly expensive now thanks to really detailed worlds.)
I'm sure PS4 could have all those lights and better LOD (Looking at some other games) but its version was released quite a while ago (a year?) and since they targeted 60 fps while possibly having tight deadlines (baseless speculation) they couldn't fit all that in rendering budget. (optimization takes time) Compromises had to be made.
Is it a joke post? That last part seems like it.

Lol you quoted my comment just before I modified (like few seconds after posting the comment XD). I wrote that MGS2 did't' use SSR. And like you said they must have had tight headlines that is why they couldn't add them before. I was talking about the reflections and and the added lit areas which could chnage the gameplay. And now , with their addition , they don't add anything to the gameplay and they are just purely cosmetic, otherwise the devs could have programmed them from the start in the gameplay code.
 
I know, that graphics must always serve the gameplay. Now they have puddles reflections, I am in a corner behind a container and I think I am sure that the enemy can't see me, then WTF an alert was raised and when I moved the camera I could see my reflection on that puddle from the soldier POV. This is really stupid if they are here just for cosmetics. I also think the extra lights and meshes and reflections can be done on PS4 at least. This not a serious ressource crippling addons. Hell even MGS2 had reflections (not screen space though) and they affected gameplay and soldiers could spot you by them. I thnik the game saved such features (feasible on consoles at leats on PS4) so PC gamers and especially Nvidia users can justify their purchase and not rage for parity .

So your take on this is Kojima stripped features from the console version to satiate Nvidia graphics cards users a year later? Seems reasonable.
 
In that pic toward that same NE direction , you can notice more cactus plants at medium distance in the PC version while at long distance you can notice more trees on PS4 version.

Because few trees in distance are far more important than half of the military base and dynamic light sources missing from console version.
 
Who can possibly tell the difference between those screenshots? You have to be pretty insecure about your new GPU(penis overcompensator) to see anything worthwhile there!

Check out these screenshot comparisons.

Lame_PC_GZ_Screenshot_1.jpg


Awesome_PS4_GZ_screenshot_1.jpg




Lame_PC_GZ_screenshot_2.jpg


Awesome_PS4_GZ_screenshot_2.jpg


There is no noteworthy difference anywhere in those screenshots!

Check-Mate PC Lamers!

giphy.gif
 
Who can possibly tell the difference between those screenshots? You have to be pretty insecure about your new GPU(penis overcompensator) to see anything worthwhile there!

Check out these screenshot comparisons.

http://s30.postimg.org/bp5unggep/[U]Lame_PC_GZ_Screenshot[/U]_1.jpg[/]
[/B]
[B][img]http://s29.postimg.org/5hz2107g7/[U]Awesome_PS4_GZ_screenshot[/U]_1.jpg[/][/B]



[B][img]http://s21.postimg.org/6av5xw8ev/[U]Lame_PC_GZ_screenshot[/U]_2.jpg[/][/B]

[B][img]http://s7.postimg.org/g08l4v5uz/[U]Awesome_PS4_GZ_screenshot[/U]_2.jpg[/][/B]

There is no noteworthy difference anywhere in those screenshots!

Check-Mate PC Lamers![/QUOTE]
You forgot the xbone versions.

[IMG]http://abload.de/img/amazing_xbone_pop_2dru0q.jpg

amazing_xbone_pop_1fluon.jpg
 
So you've changed your view on it? The topic is about MGSGZ PS4 vs PC graphics. I don't think I'm late unless you've changed your mind and realise how easy it is to score a goal when the posts are so far apart.

nah just what i was comparing wasnt entirely what the subject was... i was using LoD incorrectly saying that details close at equal distance on PC and Ps4 werent that drastic when not looking at draw distace. models and textures looked pretty similar when looking at them from those close up shots.
 
nah just what i was comparing wasnt entirely what the subject was... i was using LoD incorrectly saying that details close at equal distance on PC and Ps4 werent that drastic when not looking at draw distace. models and textures looked pretty similar when looking at them from those close up shots.

Yeah, I think your getting beat up a little more than you deserve. You made an honest mistake, admitted it and your actual line of thinking is correct, the assets appear to be the same.
 
Who can possibly tell the difference between those screenshots? You have to be pretty insecure about your new GPU(penis overcompensator) to see anything worthwhile there!

Check out these screenshot comparisons.

Lame_PC_GZ_Screenshot_1.jpg


Awesome_PS4_GZ_screenshot_1.jpg




Lame_PC_GZ_screenshot_2.jpg


Awesome_PS4_GZ_screenshot_2.jpg


There is no noteworthy difference anywhere in those screenshots!

Check-Mate PC Lamers!

chris-rock-huh-face.gif


Is this post serious?
 
See what happens when a developer takes the time and build a game to the medium's strengths, instead of taking the lazy route (aka Parity). Kojima/Konami gets it. Shame other developers don't.
 
Lol you quoted my comment just before I modified (like few seconds after posting the comment XD). I wrote that MGS2 did't' use SSR. And like you said they must have had tight headlines that is why they couldn't add them before. I was talking about the reflections and and the added lit areas which could chnage the gameplay. And now , with their addition , they don't add anything to the gameplay and they are just purely cosmetic, otherwise the devs could have programmed them from the start in the gameplay code.

I meant that SSR is used by GZ, not sure if you got that and I didn't think you thought that MGS2 used SSR.

Were MGS2 reflections just mirrors on walls? If they were just mirrors then I think they just double rendered and AI was programmed to spot playable character via that somehow.

AI could maybe use SSR (or any clear reflective surface since it doesn't work with visual info anyway) surfaces as way to bounce their vision raycast and spot pc that way in modern games. (speculation with little low level knowledge) That would probably be unfair and unfun to player because AI spotting you via reflections can be really random and no-one wants to keep track of where they are.
Normal mirrors would be totally fine since players are generally aware of them

Totally offtopic, but it's interesting to me.
 
I meant that SSR is used by GZ, not sure if you got that and I didn't think you thought that MGS2 used SSR.

Were MGS2 reflections just mirrors on walls? If they were just mirrors then I think they just double rendered and AI was programmed to spot playable character via that somehow.

AI could maybe use SSR (or any clear reflective surface since it doesn't work with visual info anyway) surfaces as way to bounce their vision raycast and spot pc that way in modern games. (speculation with little low level knowledge) That would probably be unfair and unfun to player because AI spotting you via reflections can be really random and no-one wants to keep track of where they are.
Normal mirrors would be totally fine since players are generally aware of them

Totally offtopic, but it's interesting to me.

If you were to program AI to check reflections (while I'm certainly no expert in this field in any way) it would surely have to be done such a way that was based on not just the enemy AI's cone of sight, but also a separate cone of view focus.

Either way I'd eventually love to see AI being this aware of its environment.
 
I meant that SSR is used by GZ, not sure if you got that and I didn't think you thought that MGS2 used SSR.

Were MGS2 reflections just mirrors on walls? If they were just mirrors then I think they just double rendered and AI was programmed to spot playable character via that somehow.

AI could maybe use SSR (or any clear reflective surface since it doesn't work with visual info anyway) surfaces as way to bounce their vision raycast and spot pc that way in modern games. (speculation with little low level knowledge) That would probably be unfair and unfun to player because AI spotting you via reflections can be really random and no-one wants to keep track of where they are.
Normal mirrors would be totally fine since players are generally aware of them

Totally offtopic, but it's interesting to me.

MGS2 did have reflections on mirrors (that you can destroy btw to avoid being spotted), it also had puddles' deformed reflections like the one you saw in GZ now. Enemies could even spot you by seeing your reflection on the puddle in their angle of POV while sometimes your angle couldn't let you see your own reflection. The same was done in MGS3.
 
MGS2 didn't have refelctions on mirrors (that you can destroy btw to avoid being spotted),
Wait, if mirrors didn't have reflections then why does destroying them make AI unable to use them non-reflective mirrors? If AI could still use those mirrors while player can't then that's not good game design. That "can destroy btw to avoid being spotted" makes it seem like you are still talking about MGS2.

it also had puddles' deformed reflections like the one you saw in GZ now. Enemeies could even spot you by seeing your refelection on the puddle in their angle of POV while sometimes your angle couldn't let you see your own reflection. The same was done in MGS3.
Hmm, interesting. Could you post few images?
 
Wait, if mirrors didn't have reflections then why does destroying them make AI unable to use them non-reflective mirrors? If AI could still use those mirrors while player can't then that's not good game design. That "can destroy btw to avoid being spotted" makes it seem like you are still talking about MGS2.


Hmm, interesting. Could you post few images?

WTF, sorry, I miswrote it. MGS2 DID HAVE mirror reflections. PFFFF Staying awake late makes me ramble.


Well about puddle reflections in MGS2. I dont know if I can find pics. I played it and I witnessed it many times. Go play it if you have it.

Edit: I couldn't find puddle reflections on the internet , but you can see it in the first Tanker chapter outisde when it is raining. I found this (not a puddle), but enemies can still spot you due to your reflections on the ground:

4-17.jpg


Puddles are more interesting though since sometimes you can't see your reflection in your angle of camera while enemies can see you there if the angle match their POV. It gave many WTF moments. That is why it would hvae been wiser to include gameplay elements to the puddles reflections added now in GZ otherwise they are just here to make pretty.
 
WTF, sorry, I miswrote it. MGS2 DID HAVE mirror reflections. PFFFF Staying awake late makes me ramble.


Well about puddle reflections in MGS2. I dont know if I can find pics. I played it and I witnessed it many times. Go play it if you have it.
They probably used double render in both cases. It was less expensive back then because scenes were so simple.

Edit: Yeah, must be.
 
WTF, sorry, I miswrote it. MGS2 DID HAVE mirror reflections. PFFFF Staying awake late makes me ramble.


Well about puddle reflections in MGS2. I dont know if I can find pics. I played it and I witnessed it many times. Go play it if you have it.

Edit: I couldn't find puddle reflections on the internet , but you can see it in the first Tanker chapter outisde when it is raining. I found this (not a puddle), but enemies can still spot you due to your reflections on the ground:

4-17.jpg


Puddles are more interesting though since sometimes you can't see your reflection in your angle of camera while enemies can see you there if the angle match their POV. It gave many WTF moments. That is why it would hvae been wiser to include gameplay elements to the puddles reflections added now in GZ otherwise they are just here to make pretty.
I remember learning a bit about those reflections watching the Document of Metal Gear Solid DVD. The interesting thing was, the way they made the reflections was to recreate the environments, characters, etc. underneath the floor, which was made somewhat translucent so you could see the other side. Essentially, the character models and environments had an upside-down double version underneath the floor. It was interesting to see at the time, since I thought it was more of a graphical effect than actually reproducing all the character and environmental polygons of the top side.
 
The interesting thing was, the way they made the reflections was to recreate the environments, characters, etc. underneath the floor, which was made somewhat translucent so you could see the other side.

Does this mean the environments could have had twice the amount of detail if they had decided against using reflections?
 
I remember learning a bit about those reflections watching the Document of Metal Gear Solid DVD. The interesting thing was, the way they made the reflections was to recreate the environments, characters, etc. underneath the floor, which was made somewhat translucent so you could see the other side. Essentially, the character models and environments had an upside-down double version underneath the floor. It was interesting to see at the time, since I thought it was more of a graphical effect than actually reproducing all the character and environmental polygons of the top side.

Wow, it must have been too much demanding for that time, let alone now. Double rendering the world now is an overkill. SSR are just an approximation of realtime reflections. The only way to get real time reflections now is to get a good method of dynmaic GI (my topic of studies now), sth like VXGI from Nvidia or The Tomorrow Children can have real reflections and not approximative baked ones like SSR. It means if the light source changes position or the reflective surface changes position, the reflection is affected too: for example the puddle here can dry out, and the reflection will disappear with it gradually which won't happen because neither the water in the puddle time-based physics nor the lights are dynamic GI lights.

Does this mean the environments could have had twice the amount of detail if they had decided against using reflections?

Sometimes yes, sometimes no. Because using other reflections's methods can be costly too. And at that time approximative reflections methods like SSR weren't available or at least not as accurate as today's ones. Real Time reflections solutions aren't even affordable now.
 
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