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Atenção: Este é baseado em um hands on da DF com as versões do PS4 e Xbox one. Uma comparação direta entre ambos será lançado às vésperas do lançamento, junto com a versão PC.
Highlights:
- Metro 2033 com diferenças brutais entre as versões last gen e new gen, quase um remake.
- Metro Last light com diferenças mais sutis entre as versões.
- Interface do Last Light portada para 2033, melhorias na jogabilidade.
- Ambas as versões rodando a 60fps travados, com algum tearing.
- PS4 rodando a 1080p, X1 rodando a uma resolução de 912p.
Comparativo Metro 2033 - Xbox 360 vs X1
Comparativo Metro Last Light - PS3 vs PS4
Artigo completo: http://www.eurogamer.net/articles/digitalfoundry-2014-vs-metro-redux
Curiously, it's the revamp of Metro 2033 that is the surprise package. 4A's debut release was highly regarded at launch and its technological credentials were first class when it was released way back in 2010, but comparing the original 2033 with Last Light reveals a quality gulf that a standard 'remaster' on new tech in 2014 would only emphasise. 4A's solution? To go back to Metro 2033 and do as much as possible to bring its quality level up to match its successor.
The result is fascinating. Comparing the original Xbox 360 and Redux Xbox One, we strongly suspect that where Last Light assets could help out, 4A used them where they could as direct like-for-like replacements: the mutated wild-life - showcased effectively in 2033's initial level - looks much better and character models are routinely switched out for far superior versions. Outdoor environments share the same basic geography (although we note some subtle tweaks) but the detail level is ramped up significantly - debris and other new geometry elements pepper the landscapes and additional blasted dead trees and foliage are commonplace.
That push for continuity extends to the control system. 4A refined its interface in Last Light, bringing it more into line with the established norms in the first-person shooter genre while at the same time adding a new interface for dealing with the various equipment Artyom carries on his journey. Revisiting the original Metro 2033 on Xbox 360, the older control system feels clunky and ineffectual. 4A's solution is simple enough - the Last Light interface is ported over lock, stock and barrel to the older game.
There is indeed no 60fps 'target', or even what we like to call a 'perceptual' 60fps - where performance often dips below the ideal, but not to any great, noticeable detriment to the experience. This looked absolutely rock solid.
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). Across 26,000 sample frames, each is entirely unique. For our Metro 2033 Xbox One captures, just two frames are dropped - one accompanied by a fleeting screen-tear cascade, again proving that adaptive v-sync is in place.
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.
Highlights:
- Metro 2033 com diferenças brutais entre as versões last gen e new gen, quase um remake.
- Metro Last light com diferenças mais sutis entre as versões.
- Interface do Last Light portada para 2033, melhorias na jogabilidade.
- Ambas as versões rodando a 60fps travados, com algum tearing.
- PS4 rodando a 1080p, X1 rodando a uma resolução de 912p.
Comparativo Metro 2033 - Xbox 360 vs X1
Comparativo Metro Last Light - PS3 vs PS4
Artigo completo: http://www.eurogamer.net/articles/digitalfoundry-2014-vs-metro-redux