Looking good...
They already said 1080 on PS4 900 on X1. Unless they changed that by release and didn't tell anybody.
http://www.computerandvideogames.com/464728/metro-redux-is-1080p-on-ps4-and-900p-on-xbox-one/
grassyknoll 9 hours ago
We know the resolution, 900p on the bone, 1080p on the PS4:
http://www.computerandvideogames.com/464728/metro-redux-is-1080p-on-ps4-and-900p-on-xbox-one/
wyp100 Moderator 9 hours ago
@grassyknoll I wouldn't be so sure...
If they are really "rock-solid" 60fps I wouldn't be surprised if they use dynamic resolution like "rock solid 60fps" Wolfenstein.
Both games could be then labelled 1080p like Wolf on both PS4 and XB1. I think it's a good solution in the future. It's much better for Wolf XB1 owners to have recurrent dynamic lower resolution than screen tearing like seen in Sniper Elite 3, right?
Hmm you are right it's in the comments.
Ooh, things just got interesting!
Hope it's not dynamic res.
I interpreted it as: "I wouldn't be so sure about the 900p part.."
Which could mean that it's 872p
Eurogamer have their Digital Foundry vs Metro Redux article up. I've also posted this in the Digital Foundry thread.
Having watched the video above I hadn't realised there were monsters (mutants?) in the game, I had assumed it was more human vs human. Am very much looking forward to this and I can see it's less than £30 on Amazon UK!
We'll cover like-for-like performance on Xbox One and PlayStation 4 in a forthcoming pre-launch update, but we're going into that testing with the expectation of very close results. Differences kick in at the resolution level: PS4 hits its 60fps target at full 1080p, while Xbox One currently stands at a curious 912p native resolution - that would be something in the region of 1620x912 (assuming square pixels). The original plan for Xbox One was to ship at 900p, but the June XDK update (returning the Kinect GPU resources to developers) has allowed for a tiny resolution boost - our guess here is that 4A opted to bank the additional resource to help lock down that all-important frame-rate rather than really push the pixel-count. If so, that's the right trade.
So the question is to what extent the game fails to hit its budget. On PlayStation 4 running Last Light, we see a solid 60fps from start to finish (screen-tear is only evident on FMV cinematics, curiously enough).