Next up on the DF articles is Metal Gear Survive: http://www.eurogamer.net/articles/d...-survive-playstation-xbox-final-code-analysis
PS4 uses 1600x1080 horizontally upscaled, a 16.7% reduction from MGS5.
4Pro seems to be 1088x1440 with reconstruction to 2134x1440 but shows odd dithering artefacts:
"However, switching your Pro to 1080p output matches the base machine's native 1600x1080, ironing out any remaining kinks in frame-rate and eliminating those reconstruction artefacts. There's no way to choose which mode you get, short of adjusting the front-end option setting. However, the upcoming firmware 5.5 will allows 1080p users to access the higher resolution mode. Whether they want to is another thing though. After all, we will be looking at a 1600x1080 image constructed to double horizontal resolution, upscaled to 4K, then downscaled to 1080p. Expect improved temporal stability at the expense of blur."
Xbox One X, subpar showing because of poor base Xbox One engine despite using native 2560x1440 res:
"Meanwhile, matters improve significantly on Xbox One X, where users get the highest resolution output of the bunch - a native 2560x1440, with no reconstruction shenanigans. Performance also hands in a vast upgrade over the standard Xbox version, but once we enter 'The Dust', frame-rates start to suffer in a way that we just don't see on the PlayStation platforms. Bearing in mind the X's hardware spec boosts compared to Pro, the upgrade is clearly sub-par, but it does seem to be another example where a poor base version of a game translates into a mediocre X release. "
DF conclusion paragraph:
"The Dust is different and distinctive perhaps, but it's not enough to justify the surrounding, rather unattractive gameplay - the first few hours of which concentrate heavily on setting up fences and poking zombies with sticks. And there's a real sense of a profound lack of imagination here: by transporting the characters into a new dimension, Konami was effectively given a blank slate, to create a brand new open world that could push the Fox Engine into producing results we've never seen before. What we get instead isn't a bad game as such - and as the Eurogamer review explains, some may well get a good deal of enjoyment out of Survive. But from our perspective, it's a step in the wrong direction both conceptually and technologically - and despite the reduced price-point, we had hoped for more."
PS4 uses 1600x1080 horizontally upscaled, a 16.7% reduction from MGS5.
4Pro seems to be 1088x1440 with reconstruction to 2134x1440 but shows odd dithering artefacts:
"However, switching your Pro to 1080p output matches the base machine's native 1600x1080, ironing out any remaining kinks in frame-rate and eliminating those reconstruction artefacts. There's no way to choose which mode you get, short of adjusting the front-end option setting. However, the upcoming firmware 5.5 will allows 1080p users to access the higher resolution mode. Whether they want to is another thing though. After all, we will be looking at a 1600x1080 image constructed to double horizontal resolution, upscaled to 4K, then downscaled to 1080p. Expect improved temporal stability at the expense of blur."
Xbox One X, subpar showing because of poor base Xbox One engine despite using native 2560x1440 res:
"Meanwhile, matters improve significantly on Xbox One X, where users get the highest resolution output of the bunch - a native 2560x1440, with no reconstruction shenanigans. Performance also hands in a vast upgrade over the standard Xbox version, but once we enter 'The Dust', frame-rates start to suffer in a way that we just don't see on the PlayStation platforms. Bearing in mind the X's hardware spec boosts compared to Pro, the upgrade is clearly sub-par, but it does seem to be another example where a poor base version of a game translates into a mediocre X release. "
DF conclusion paragraph:
"The Dust is different and distinctive perhaps, but it's not enough to justify the surrounding, rather unattractive gameplay - the first few hours of which concentrate heavily on setting up fences and poking zombies with sticks. And there's a real sense of a profound lack of imagination here: by transporting the characters into a new dimension, Konami was effectively given a blank slate, to create a brand new open world that could push the Fox Engine into producing results we've never seen before. What we get instead isn't a bad game as such - and as the Eurogamer review explains, some may well get a good deal of enjoyment out of Survive. But from our perspective, it's a step in the wrong direction both conceptually and technologically - and despite the reduced price-point, we had hoped for more."