PC version comes packed in with bokeh depth of field, sharper shadows but the supposed lack of AA options is baffling.
Yesterday, Konami and Kojima Productions demonstrated the first ever gameplay footage from the PC version of Metal Gear Solid 5: Ground Zeroes. The PC version will be receiving a wide variety of options including support upto 4k resolution and a frame limit of 60 frames per second.
The PlayStation 4 version of Ground Zeroes was the best way to experience the game. The PS4 version had a better frame rate stability and higher resolution compared to the other platforms Ground Zeroes was released on. So how does the PC version of Ground Zeroes stack up against the PS4 version?
The very first thing that you will notice in the comparison video below is the heavy usage of boken depth of field and this alone makes a significant amount of difference from the PS4 version. The effect is pretty visible when the soldier is checking his gun stock or when Skullface is about to toss the walkmen over to Chico. We must say that we are pretty surprised by its inclusion in the PC version.
The Fox Engine seems to scale well on high end PCs with better lighting and shadow effects. Take a look at the comparison images below and you will find that shadows casted by plants are sharper than found in the PS4 version. However, as seen in this video, Ground Zeroes does not seem to have any anti-aliasing options.
In fact, even in the comparison video below the AA solution seems to be similar to the one used on the PS4. Given that the game is about a week away from release, we are wondering whether Kojima Productions will include more expensive AA solutions such as MSAA or TXAA. The ambient occlusion also seems to be off in the PC version so hopefully Nvidia will release an HBAO profile around the game’s launch.
Expect a complete analysis of Metal Gear Solid 5: Ground Zeroes next week. In the mean time check out several comparison media below.