Metal Gear Solid V: The Phantom Pain & Ground Zeroes

thats impresive!

wow, i never realized that the textue quality is good but it did not get anisotropic filter.. so wall looks good but the ground looks horrible :/

from the video it also can be sen that the game runs faily stable 60 fps. Why they did not turn on the AF. On PC, AF is like almost zero performance penalty...
 
Don't exaggerate. There is AF enabled from 4x to 16x depending of the texture, ok maybe only 4x on most of the ground textures and maybe less on one specific road texture. But have you seen the textures quality of some recent 1080p60fps linear games released on PS4? Like Outlast, Sniper Elite 3 of Wolfenstein? Because texture filtering, resolution and lighting applied to them in those linear games are much worse IMO, than in this open world game.

You guys are spoiled by 16x AF by default on all PC games indifferently on all textures. But here there is a sufficient amount of AF level. Textures are sharp enough at most distances. I even remember like 16x AF ground textures in Ground Zeroes for some specific road textures.

On the other hand the AA solution is really improved compared to Ground Zeroes. Here the post AA is ligther, there are no more heavy amount of pixel shimmering directly caused by the moderalty blurring AA solution seen in Ground Zeroes. Here it's even lighter than the one used in Tomb Raider DE. Great!

But, as PS4 has room to spare to output 1080p60fps Kojima unwisely decided to use this gravy stuff to heavily motion blur the image each time you span even slowly the camera or just run. You really have to span the camera very very slowly or walk to not trigger this unwanted artificial blur. Nobody ever complained that Ground Zeroes lacked motion blur, right?

Motion blur a 60fps locked videogame? Heresy!

Why Kojima? Why? :???:
 
If there's anything wrong with the graphics it's the horrible self-shadowing in the intro cutscene.

Also the environment shadow disappearing right after the tutorial is skipped (only to come back when the player finally has control of Snake).

And of course, lots of animation artifacts that are impossible to hide at 60fps such as robotic twitches.
 
Some animations of Big Boss are very smooth [for example transitions between walking/running and crawling], but others are very stiff and unrealistic [landing from a jump].

Overall, I dont mind what they have done. Game looks and feels great [proven by GZ], with control scheme that has finally become as modern and streamlined as we all want it to be.
 
Don't kill me. Not that I want to do your job. But maybe... spin off the thread? I'd like to hear more about MGS, in the MGS thread...
 
Better yet, take it to one of the thousands of framerate, motion blur, DOF, older threads.
 
How hasnt anyone noticed this? Especially me?
The hospital intro may be located in
Cyprus
And this is my home country
:D


Yb1aA.jpg
jEZGdhpGlkWol.jpg
 
Why did Ground Zeroes not have any motion blur on PS4?

That's not the real question. The real question is:

Why did they feel the need to add motion blur (and some strong stuff, full screen motion blur at every camera spanning + object based motion blur with nasty artifacts easily noticeable just when you run) on TPP when nobody asked for it and most people were amazed of the smooth pristine 60fps (motion blur free!) of Ground Zeroes?

:rolleyes:
 
Naw, the real question is. Why did they add motion blur to every other console, even last gen, except for the PS4? The Xbone has a totally solid fps like the PS4 version, so why does it have motion blur and not the PS4?
 
Naw, the real question is. Why did they add motion blur to every other console, even last gen, except for the PS4? The Xbone has a totally solid fps like the PS4 version, so why does it have motion blur and not the PS4?

I thought the Xbox One version had full screen motion blur and the PS4 version had object motion blur?

Somebody who understands this should jump in but I was under the impression that the latter implementation was more complicated than indiscriminately blurring everything.
 
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