Metal Gear Solid 5

Wish we could get some decent quality images for comparison. What do you mean by “image-based reflections” though? They’re probably just screen space reflections like every other game does. Weird that those wouldn’t be on the PS4 though, but I guess it’s because they can’t do it while maintaining 60 fps. The LOD in that first one is very very improved though, I’m really glad at that.

@Maxey: There are a few options in that image where the actual option is in Japanese too, do you know what those say?

No, but wouldn’t be a stretch to assume they mean vsync enabled/disabled, display 1 and locked/unlocked for framerate?

There doesn’t seem to be any aa option though. Wonder why that is, since even the console versions have some version of fxaa.

Maybe it’s that screen filtering option.

Yeah, it’d be nice to see the improvements in image quality, texture filtering, etc.

For some reason I was thinking of the Unreal Engine technique >_>

Screen-space does seem more likely.

If this game is using Nvidia’s GI implementation it’s possible that reflections are ray traced, or something like that. In that same image you do see some indirect lighting as well.

Wish granted :slight_smile:

EDIT: looks like there’s something off with the texture filtering on that first comparison (look at the ground in the bottom-left corner), also dithered vegetation alpha confirmed :confused:
Still, pretty awesome.

I see the weird texture filtering (AF can easily be forced though if it’s an issue with the in game AF, or it could be fixed later) but I don’t see any dithering. Anyway the lod leap is amazing. And they are screen space reflections. They work fine for third person but they can only reflect what is rendered on screen so you can’t get reflections of your character in first person games. I wonder if we’ll get reflections on glass and stuff like in DR3, or in places where the floor should be reflective.

Edit: And that reflection looks like great quality. Sometimes reflections look awful, though I think those are mostly cube maps that have that issue and not screenspace reflections. The problem with them though is that they sometimes reflect things that shouldn’t be reflected, I’ve seen that in a lot of games. Thiaf and War Z especially.

Yeah, I force 16x AF globally through Nvidia Control Panel (and disable it / turn it down to 4x for the handful of games that have issues with it, like RAGE and Planetary Annihilation).

Look at the grass and hair to see the dithering. A bit of downsampling might work well to hide it.

I noticed hair dithering in some of the screenshots they released for the game forever ago. You can’t really see it in motion though. And it seems you have to zoom in a lot to even be able to see it with the grass. At least for me. Least it’s not on the shadows like in TW2.

So much for “next-gen” and we are just 1 year in. In 3 years, the games will look horrendous compared to PC.

Yeah, cause that shit hasn’t been said every fucking year for almost 10 years now.
If anything it is time to divert funding and (!!) brains to optimize performance instead of upping fidelity and adding extra bling that barely anyone gives a fuck about.

Draw distance/lod is something people should give a fuck about in an open world game. At least we’re not stuck with it being shitty in this game like in other games, like fucking Watch Dogs.

Optimizing performance is more difficult than throwing in extra graphical stuff though I think so in most cases that isn’t going to happen.

LOD has been an atavism for several years now. Nobody is using it anymore as far as I saw. The stuff we get now (see Crew or the dreaded MGS5, for example) is good enough already.

That is why I said ‘money and brains’ in the first place.
Oh but thank god 95% are morons who will buy feces if it’s got a sticker saying ‘Pixel Shader ver. (over) 9000.0’ slapped on it so we can continue being lazy cunts and basically do fuck all year after year.

MGS5 on the PS4 is not good enough lod wise. Its lod is shit. If you look at comparison images a fence like 50 feet away isn’t even rendered on the PS4 and stuff like that can fuck up planning routes unless you just happen to be at the correct zoom level with your binoculars and looking in that direction for it to be rendered. And pop in is annoying as hell even disregarding how poor lod can impact gameplay. If you need to have stuff popping in 10 feet in front of your character because you’re putting resources elsewhere you really need to rethink how you’re allocating resources, especially in games with large levels where poor lod will look strange because you can look so far into the distance.

I haven’t been paying attention to the Crew so I don’t know what’s up with it.

Yeah I’ve just looked at the comparison screen and… is that fucking shit for real? (WTF)

Or is it geforce marketing? I mean, the rig they posted at the bottom isn’t anything extraordinary

Well the PC screenshot is most likely maxed out (though it doesn’t seem to have AF) and recommended requirements don’t necessarily mean you can max the game with those. In any case I’m just glad the draw distance and shadow quality are being improved since those were the two things I had an issue with in the videos I was seeing.

I still have a suspicion that it is a bloody PS3 screen instead of PS4.
Either that, or Konami are fucking up majorly. Not being able to see damn sentries? lolwut MGS3 on PS2 had a better draw distance.

Fucking cap it at 30-40 fps if it is that bad. It is not like MGS5 is a twitch shooter/racing/fighting game.

I actually have a comparison of the PS3 and PC versions. The PS4 version does have a painfully low draw distance. You can see the sentries though. Looking at the tent area shows the most difference. Like I said before the fence on the other side isn’t rendered on the PS4.

Here’s PS3 vs PC
https://screenshotcomparison.com/comparison/101416

On the PS4 version (and PC) you can see the guard in the tower above Snake’s head. In the PS3 version he’s not rendered.

Oh nevermind. The two sentries are actually in the different positions.

I really don’t see how is it the PS4 is’t capable to handle that screenshot in at least 35-45fps.

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