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Pixel 3 metro last light backgrounds1/31/2024 Raw mathematics would suggest that the increase in image quality on PS4 is pronounced, but in actual fact, both versions resolve detail extremely well - as the zoomer shots below demonstrate. The result is a release that looks impressive on both consoles, with the PS4 occupying the higher ground owing to its native 1080p resolution. Overall, it looks like 4A Games has done good work here in balancing image quality presets with resolution in order to lock frame-rate on both Xbox One and PlayStation 4 versions of Metro Redux. Metro 2033 hands in similarly uniform performance on both Xbox One and PlayStation 4, with just the resolution differential setting them apart. It's not representative at all of general performance but demonstrates that both versions use similar adaptive v-sync techniques. The one exception we picked up on concerns a single, non-playable cut-scene just before the Venice stage in Metro Last Light, where a judiciously tossed box of dynamite annihilates a bunch of pursuing mutants during a water chase, producing a mini-tidal wave that momentarily causes the only noticeable frame-rate drop we saw over multiple hours of play on both versions of each remaster. There's an occasional flicker of screen-tear caused by the adaptive v-sync kicking in, similar to this moment in the Metro 2033 test, but it's a rare occurrence and owing to the game's aesthetic, it's very difficult to pick up by eye. The only remaining question is whether we saw any drops in performance outside of our test clips. So with good results handed in during all of our test clips - designed to test engine performance across the run of play in a range of conditions - the end product is two remasters that are the closest we've seen to a locked 60fps in quite some time. Here, the more modern title has a clear edge. 4A has done an excellent job in upgrading its debut release to match the quality of Last Light, the only real difference coming in terms of raw texture quality. Adaptive v-sync tearing manifests occasionally on both consoles, but it's unnoticeable during the run of play.Īs expected, Metro 2033 on PlayStation 4 at 1080p doesn't throw up any particular problems either - a single dropped frame across the entire duration, making it a close match for its Xbox One 912p sibling. Metro Last Light compared on Xbox One and PlayStation 4. To all intents and purposes, this is a locked 60 frames per second. We see adaptive v-sync kick in twice during our test session, resulting in a minute amount of fleeting tearing at the very top of the screen - essentially invisible then, tucked into the overscan on most displays. Our first port of call is Metro Last Light - the more modern of the two titles and thus the game more likely to challenge the Xbox One hardware. We went back to the Redux versions this week and captured several hours' worth of footage, producing new assets to match our existing work, and the results are all good. However, questions remained unanswered from last week's article - could PS4 match Xbox One's excellent performance on Metro 2033 while retaining its resolution advantage? And perhaps more importantly, could the Xbox One handle the more technologically ambitious Metro Last Light with the same aplomb as the PlayStation 4 version? The Xbox One version of Metro 2033 dropped just two frames throughout our test duration, while PlayStation 4 proved flawless across the length of our Metro Last Light tests. Xbox One renders at 912p vs the PS4's 1080p, but it was the frame-rate lock to 60fps that really caught the eye. We compared the new editions to the original console versions, noting some remarkable differences - not least the impressive boosts to both physical and temporal resolution. Last week we presented a first look at the forthcoming Metro Redux - remastered versions of the classic Metro 2033 and Metro Last Light coming soon to Xbox One, PlayStation 4 and PC.
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