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MGS V: Ground Zeroes Console Quality Comparison Video

For those wondering why the PS4 version has no clouds Kojima said on twitter that the PS4 is the only platform with a dynamic atmospheric simulation for the daytime sky.

So the pics and video have no clouds because when they were shot the sky was clear. That's all there's to it.

It's actually because PS4 has something MORE than the other platforms, not less.
 
I'm looking forward to high definition textures. Can't wait to see what the coming years will bring. PC and PS4, it's a pretty great time.

Now if only I could get some halfway decent JRPGs....
 
It's running at over 2x the resolution and framerate. Perhaps your display isn't revealing all that it should? This is about as stark a difference as it gets, even though the 360 and PS3 versions look great for the hardware.
I've got a feeling some people aren't downloading the 1080p60 file. The video quality's garbage but many of the differences are clear.
 
which was the wise choice, considering how badly Tomb Raider got flamed for averaging 30fps. we're expecting xo games to be lower res at this point, but it seems the thing that really sparks the flame is when one version runs at ~60fps and the other runs at ~30fps.

It didnt average 30fps at all, it wasnt locked it dipped into the low 20s.
 
Xb1 looks pathetic, looks like a native 720p last gen version. Feels like laziness though because this is too much of a difference.
 
Fuck the comparison, I'm complementing Kojima & Co. on that reveal on "current-gen specs" back during the PS3/360 generation not being complete and utter bullshit. They done it
 
qsuhed.gif

I will still buy the PS3 edition.

does this have dynamic weather ?
because the cloudless PS4 sky looks a little off
 
Before i watch this, is the quality good enough to even SHOW the differences in a realistic way?
Or is it just your normal shitty compressed video that people always use to judge graphics on?
 
does this have dynamic weather ?
because the cloudless PS4 sky looks a little off

Each mission in GZ has its own fixed TOD [day, night, dawn, evening].

The Phantom Pain will have unlocked dynamic time of day cycle. BTW, if you look at TPP trailers, there is not a single could over the sky of Afghanistan and Africa.
 
No. Microsoft could have made some different choices, but the inferiority compared to PS4 does not explain how Xbox One and Xbox 360 versions look nearly the same despite the fact that Xbox One has far more powerful hardware, and is significantly more flexible and easier to work with than Xbox 360. The difference in frame rate and a slight bump in resolution do not account for that.

I think it's quite debatable whether Xbox One is easier to develop for than 360.

Xbox One has a very challenging bandwidth puzzle.

For example, let's look at a game like this, just on paper. Let's imagine the 360 version is actually 720p, and let's imagine at 30fps the CPU is consuming about 5GB/s. The 360 then has about 17.4GB/s of input bandwidth to play with going into the GPU. Let's imagine this game is saturating that bandwidth - i.e. needs it.

Now, let's think about what it would take to bring that game to 1080p/60. CPU bandwidth usage would double. So 10GB/s. GPU input bandwidth would rise to 78.3GB/s. That's 88.3GB/s total.

But Xbox One's available CPU and 'GPU input' bandwidth is 20GB/s short of that.

And that's not accounting for the fact that in this case, the base 360 version is actually sub-720p, so the shortage would be larger.

Now, yes, Xbox One let's you read from eSRAM. But using eSRAM for GPU input presents a whole host of other challenges. Now you are splitting memory footprint and bandwidth between your GPU input and output. That's a fairly advanced juggling technique, and even if you pull it off, it will likely have repercussions for the size - i.e. resolution - of your output buffers. So even if you manage to work that puzzle to achieve the necessary GPU input bandwidth for a given target resolution, the new constraints on your output bandwidth/memory footprint may require you to chop their size anyway! It's like a sliding block puzzle that has extra pieces. Something has to give.

So...I think it's debatable whether it should be as easy or easier to get a 360 game running at 1080p/60 on Xbox One as 720p/30 is to achieve on 360. The GPU ALU may be there to seemingly make that an easy task, but the bandwidth and bandwidth:compute ratios are a whole other challenge on XB1.
 
does this have dynamic weather ?
because the cloudless PS4 sky looks a little off

Kojima on Twitter said the PS4 version only has exclusive 'Atmosphere simulation', so that's why it looks different apparently.
To me personally at least, the PS4 sky comes off as a lot more natural compared to the skybox being used on the other builds. I think it looks like how a normal clear day typically looks in real life. Also has what seems like an unintended effect, of making the environment contrast and stick out more against the starker blue sky.
And last gen version looks very good too, not far from the announcement trailer.
They did a fantastic job with the last gen versions. Glad to see people who haven't upgraded will be getting a roughly identical experience when it comes overall to presentation.
 
To me personally at least, the PS4 sky comes off as a lot more natural compared to the skybox being used on the other builds. I think it looks like how a normal clear day typically looks in real life. Also has what seems like an unintended effect, of making the environment contrast and stick out more against the starker blue sky.

I agree, the other versions don't look as realistic in my opinion.

Pretty cool, another added benefit to the PS4 version.

Needs to be mentioned again, pretty insane how good it looks on 360/PS3, even at 30 fps.

What's more shocking to me personally though, is how similar the Xbone version looks to 360/PS3. Only major difference I see is better texture resolution (which isn't as big of a deal at 720p) and 60 fps.
 
I really love how the game looks at 60fps. It reminds me of how smooth and clean MGS2 felt back in the day.
 
I really love how the game looks at 60fps. It reminds me of how smooth and clean MGS2 felt back in the day.

Yeah, but MGS6 will be even more epic-looking with 1080p30, made from ground up for nextgen [no downport for oldgen].
 
If the hotlink in post 3 breaks, this can be used as a guide.

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And no, a sub 10Mbit/sec H.264 60fps video is a galaxy away from uncompressed video.
 
Yeah, but MGS6 will be even more epic-looking with 1080p30, made from ground up for nextgen [no downport for oldgen].

I don't want to know about 30FPS Metal Gear any more. Kojima's said he wants 60FPS for the next-gen versions of MGSV, and I'm with him. 60FPS makes sweet love to my eyeballs more intensely than any visual effects you can throw at me at 30.
 
I don't want to know about 30FPS Metal Gear any more. Kojima's said he wants 60FPS for the next-gen versions of MGSV, and I'm with him.

I wouldn't be surprised if Kojima sacrifices 60fps to compete with games like The Division and The Order: 1886 visually in The Phantom Pain, but we'll see.

I think the idea of 60fps was based on the presumption that TPP would be on 360/PS3 (at 30fps), but that is looking less and less likely.
 
Xbox One version is terrible.

I know that PS4 is more powerful, but Xbox One is not that weak to have a version very close to X360.

It's a combination of:
1. PS4 being clearly more powerful
2. XBone has massive problems with open-world games
As soon as it is open world, you're clearly going to see the issues ESRAM+DDR3 are causing.
 
Yeah, but MGS6 will be even more epic-looking with 1080p30, made from ground up for nextgen [no downport for oldgen].

This is kind of what I'm worried about lol. That I'll fall in love with the 60fps in this game and then the next MGS that -really- pushes the hardware will be 30 frames again like what happened with MGS2 -> MGS3. Maybe even lower resolution like 900p. It'll still look jawdropping but I'll be attatched to that feeling of play. That said maybe the series will come to PC (fulltime) by then.
 
While the video has clearly shown me I should get the PS4 version (next gen looks less 'murky' to me & I don't own an XBO), it frustrates me how obviously developed for the last Gen this game was, then textures thrown on to make it shiny.

I can't place my finger on it, but there's something disorientating about seeing such a crisp game, but level design clearly locked in the last gen :(
 
The biggest takeaway from this is how good the last gen versions look. What kind of wizardry is at work to get that working?

The second takeaway is how similar the xbone version looks to the last gen versions.
 
I wouldn't be surprised if Kojima sacrifices 60fps to compete with games like The Division and The Order: 1886 visually in The Phantom Pain, but we'll see.

I think the idea of 60fps was based on the presumption that TPP would be on 360/PS3 (at 30fps), but that is looking less and less likely.

I dunno. We didn't believe the "presumption" that Kojima could keep Ground Zeroes looking near as good on PS3/360, why should we stop believing him when he says Phantom Pain will also work fine on last gen systems despite the scale?
 
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