#METAL GEAR SOLID 5 PC PS4#
So why is it important for us to get a lock on these settings? In matching the PC version's presets to PS4 and Xbox One, we can transfer across the developer's chosen balance in terms of image quality and performance on an entry-level gaming platform. However, both PS4 and Xbox One appear to get volumetric clouds this time, allowing for rolling cloud shadows around the Kabul wasteland. Model detail on console is slightly worse than the PC's low setting, causing more pop-in across foliage and rocks.
The only change from the default mode is in two areas. PS4 and Xbox One fall very close to the PC's default settings, placing individual presets at either high or medium quality, making this setup perfect for more budget-orientated gaming rigs. At very high, ambient occlusion uses the exact same dithered method as PS4 and Xbox One's high setting - the only difference being its rendering distance.Ĭonsole-equivalent settings and why they are important Shadow lines are also smoothed over at PC's very high setting, cutting out all aliasing on long shadows across our test area in Mother Base - while screen space ambient occlusion (SSAO) draws in at a greater range on PC. In summary, we get high quality anisotropic filtering across the ground, clearing up textures at oblique angles where the consoles' mapping is left blurred. Meanwhile, comparing PS4 and Xbox One to the PC's maximum settings reveals several interesting visual boosts.
#METAL GEAR SOLID 5 PC UPGRADE#
For Xbox One, this marks an upgrade over its Ground Zeroes incarnation, where this effect was absent.
#METAL GEAR SOLID 5 PC PLUS#
On the plus side, current-gen platforms have volumetric clouds effect enabled (which isn't enabled on default mode) - meaning clouds move dynamically across the sky on each, casting shadows across the ground below. Up close, all details draw in at the same level of density, but on console they simply fade in at a closer range. Contrary to its labeling, this affects the draw distance for geometry and foliage across open areas - and surprisingly, the current-gen standard can't be matched on any of the PC's four preset levels here. Model detail on PS4 and Xbox One runs at a lower quality than PC's low setting. All this combines to give a great-looking game, though there a couple of further tweaks needed to perfectly match the console look. This mode consists of high settings for textures, lighting, ambient occlusion and post-processing - while texture filtering and shadows are left at just medium (perhaps telling of PS4 and Xbox One's shortfalls here). Running at 1920x1080 with this mode selected, visuals are near identical to playing the game on PS4, and most enthusiast-level GPUs get solid frame-rates straight out of the box. Much of this hangs on The Phantom Pain's default graphics setting. Consoles hit a sweet spot in performance and visuals in this regard, and on PC, this close optimisation effort means we can strike a satisfying level of performance even on budget setups. Texture filtering quality falls short, and shadows can appear coarse, but it's a superb showing for Fox Engine in every other sense. Of course, the game is already optimised well for 60fps on current-gen specs - both PS4 and Xbox One comfortably handing in a gorgeous open-world setting with only a few rough edges. But what tangible benefit do these enhancements bring over console, and what hardware do you need to get the best out of them?
The Fox Engine is let loose here, with PC opening the gates to a very high preset in the graphics menu, while adding 'support' for 4K gameplay.
Completing the quintet, Kojima Productions ensures a feature-rich PC version of Metal Gear Solid 5 launches on cue - taking pride of place next to well-optimised PlayStation 4 and Xbox One editions.