@scatteh316 said:
@pc_rocks said:
@scatteh316 said:
@creepywelps said:
@scatteh316: If everything he said is true (and it is) then hes not clueless. He should upgrade tho.
As he ran away and failed to produce actual evidence of his claims.....can you seeing as you agree with them?
The one who ran away was you by saying clueless, LMAO. You don't have anything to back up your claims apart from the dev saying vaguely PS4 runs between high and very high, that you're trying to cling to very hard since you can't disprove any features I highlighted as missing in the PS4 remaster compared to 2010's Metro.
Your desperate attempt to somehow equate PS4's performance with PC's 970 was also shot down since the benchmark was using SSAA, in essence at least at double the resolution of PS4.
Unless you have anything to counter my points, Bye.
And you're still running off........ still waiting for you to prove they striped it back......and you try and put the onus on me and move the goal posts because I call you out on your bull shit....... PLEASE.....PLEASE provide me with some form of proof of your claims and not what YOU THINK is missing......
Hahahahaha...
A GTX970 was a decent GPU...over 3 years ago.........Hahaha....
Even with DF's face off:
Could it really be the case that Redux on PC is inferior to the original version? Well, what is clear is that 4A has turned off incidental features where the performance overhead did not justify the improvements in the visuals - a good example are the split-second shadows generated by muzzle flash from the view-weapon, which have been removed. Some volumetric lights are absent, while others are handled differently in the Redux (light shafts, for example). Part of the reason this article was delayed was because we heard from Deep Silver on Monday last week that last-minute tweaks to the PC version were being implemented. In the event, this took the form of a couple of inserted volumetric lights that actually seem to look a little at odds with the rest of the game.
Our opinion is that the idea of the 2033 Redux being nerfed holds little water once you take a look at the advantages brought to the table - over and above the revamped and much improved gameplay we've previously covered. From a technological perspective, the enhancements in the Redux are legion: there are higher resolution textures and greater texture variety. Depth of field is massively improved with superior transitions between near and far objects. Field of view has been tweaked for the better, while general shading has also been improved.
These elements apply as much to the console versions. However, PC gets an additional layer of features not found in the Xbox One or PS4 games: motion blur is included, which sees a boost over the older version (where artefacts on the effect were commonplace) while tessellation has been significantly improved.
Source
There you have it. The game on PS4/X1 didn't have the same feature set of the original and doesn't have the fully dynamic lighting/shadowing engine. Hell it removed some features in the PC version to coincide with console version. It doesn't have tessellation on PS4/X1, no motion blur, the lighting is downgraded and clearly missing volumetric lighting. LMAO, in the same article DF mentions that PS4/X1 uses post process AA so that also throws out your 'PS4 running it the same as 970' argument.
Yes, I know now you would cling to the second paragraph of the article citing 'Our opinion is that the idea of the 2033 Redux being nerfed holds little water once you take a look at the advantages brought to the table' while completely ignoring that DF here is comparing PC vs PC redux not PC vs consoles. In the end the point still stands, Metro on PS4/X1 iss not the same as Metro on PC in 2010 with completely dynamic lighting/shadowing engine. It's performance intensive features were left out.
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