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  1. System Requirements Minimum CPU: Intel Core i5-4460 @ 3.40 GHz RAM: 4 GB HDD: 28 GB GPU: NVIDIA GeForce GTX 650 (2GB) (DirectX 11) OS: Windows 7, 8 (x64) Recommended CPU: Intel Core i7-4790 @ 3.60 GHz RAM: 8 GB GPU: NVIDIA GeForce GTX 760 (DirectX 11) While the system requirements may look harsh, the game isn't that demanding and can comfortably be played on a system meeting the minimum requirements. The secret is the game’s very aggressive level of detail system - which tends to be a little too eager, causing higher-quality versions of characters and objects to suddenly ‘pop’ into existence. Furthermore, the drawing distance setting seems a little too low by default, causing entire mountains to suddenly appear, and you can’t change this setting so better systems can mitigate or eliminate this. While the lack of overall settings are a bit of a letdown, the engine manages to scale very well over various hardware configurations. Testing was performed on a system with an Intel Core 2 Quad Q9400 CPU with 4 GBs of RAM and an Asus GeForce GTX 650 Ti, running at a resolution of 2048x1152. Video settings There are quite a few video options, however the game lacks any separate anti-aliasing modes. Some options are not labeled correctly, but that's a minor issue. Most notifications can easily be disabled, along with any elements which are part of the game's main UI system, which does certainly allow for a far more immersive and customizable experience. The game doesn't feature any general graphic presets. In our slider comparisons, the lowest and highest values of each setting have been compared, and most differences should be fairly obvious and noticeable. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_748219.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1039174.png|983|553|Lowest Settings|Highest Settings[/compimg] Fullscreen Screenshots - Lowest Settings - Highest Settings While using the highest available settings, the game will be able to render more entities over larger distances, the textures and the shadows will also look far sharper. Motion Blur Framerate Hit: Minor This setting controls the intensity of the motion blur effect which is activated by quickly moving the camera around, this effect can be disabled entirely if desired. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1158173.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1236149.png|983|553|Left Example|Right Example[/compimg] Depth of Field Framerate Hit: Minor The depth of field effect is heavily used during most cutscenes and during most combat-heavy situations, such as while aiming or crouching and whilst grabbing actors. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_2461590.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_140858.png|983|553|Off|On[/compimg] The effect can easily be triggered by simply aiming at a certain entity, enemy or any other actors. Anything else around the object will be out of focus. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1404043.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_118999.png|983|553|Aroo?|Woof![/compimg] [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_377922.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_715671.png|983|553|Left Example|Right Example[/compimg] Fullscreen Screenshots - Snake - Wolf Model Detail Framerate Hit: Minor (Low, High), Medium (Extra High) This setting controls how much clutter, grass, rocks, props, barriers, and other details will be visible over certain distances, while also changing which and how many entities will appear before the player gets too close to them. The setting itself doesn't affect the models in any way; however, the game will begin using the higher quality versions of the existing models whenever possible at higher detail values. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_341638.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_2173124.png|983|553|Low|Extra High[/compimg] Fullscreen Screenshots - Low - Extra High The Afghanistan environment is already pretty detailed on its own, all the extra geometry might be slightly difficult to spot at first. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_721480.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_162787.png|983|553|Low and Extra High (Model Detail and Lighting)|Extra High (Model Detail and Lighting)[/compimg] Fullscreen Screenshots - Low and Extra High - Extra High This setting can optimally be kept on High; most modern systems, however, should be able to easily cope with this setting on Extra High without any major framerate hits. Textures Framerate Hit: Minor (All Settings) On the lower settings most textures will have a very washed-out look. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_447891.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1130102.png|983|553|Low|Extra High[/compimg] [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_497932.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_51877.png|983|553|Low|Extra High[/compimg] At the highest settings most differences will become pretty small and hard to spot. Most changes are really subtle: in the following image the pipes and the drainage channel have slightly better textures while everything else looks pretty similar. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_2614279.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1284704.png|983|553|Low|Extra High[/compimg] [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1220515.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_357639.png|983|553|Low|Extra High[/compimg] Curiously, the texture quality setting also affects elements which are part of the user interface, such as the mini map and certain smaller buttons. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1991500.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_290337.png|983|553|Low|Extra High[/compimg] Fullscreen Screenshots - Low - Extra High Shadows Framerate Hit: Minor (Low, High), Major (Extra High) Next to the lighting setting, this is the most intensive setting in the game. On Low most shadows look blurry and have many jagged edges, while on Extra High the shadows are far sharper and cleaner. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_21479.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1394729.png|983|553|Low|Extra High[/compimg] The most obvious changes can be seen while playing in the outer environments. Smaller models and other entities will also begin casting their own high quality shadows at higher values. However such differences are very hard to spot during normal gameplay. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_647656.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_145208.png|983|553|Low|Extra High[/compimg] Lighting Framerate Hit: Minor (Low, High), Major (Extra High) This setting sets the overall draw distance for any distant lights. On lower values the player has to get really close to a light before the light itself can begin casting itself onto the surrounding environment. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_739550.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_316516.png|983|553|Low|Extra High[/compimg] Fullscreen Screenshots - Low - Extra High This setting can be a huge performance killer on slower systems; even more modern systems might suffer quite a bit from this setting. If there's any issue with this setting, keep it set to High. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_2686920.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_2568862.png|983|553|Low|Extra High[/compimg] Post Processing Framerate Hit: Minor (Low), Medium (High, Extra High) The post processing setting mainly applies bloom onto certain models, along with some anti-aliasing levels. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_2454655.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_73223.png|983|553|Off|Extra High[/compimg] [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_504730.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_918875.png|983|553|Off|Extra High[/compimg] The anti-aliasing setting is directly tied to the post process setting and is very lightweight. It can easily be raised to the maximum value with next to no loss in performance. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_391615.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_978424.png|983|553|Off (Anti-aliasing)|Extra High (Anti-aliasing)[/compimg] Notice the ground on the far right and how it becomes excessively-bright on Extra High. The post processing may also affect the surrounding terrain in other odd ways when set to any values lower than Extra High. However, these issues are ultimately inconsequential. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_2202688.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1381629.png|983|553|Low and High|Extra High[/compimg] The post process effect will also make any decals in the world shine in the light. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1205525.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_535399.png|983|553|Off|Extra High[/compimg] [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_285384.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_3533093.png|983|553|Off and Low (Post Process and Lighting)|Extra High (Post Process and Lighting)[/compimg] Effects Framerate Hit: Minor (All Settings) This setting controls various particle effects such as rain and dust particles. This isn't very demanding performance-wise and doesn’t display well in screenshots; however, most differences are far easier to spot while playing the game. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_489518.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_3052518.png|983|553|Low|Extra High[/compimg] This setting can also affect any weather effects such as the rain, on the Low setting the raindrops look far worse than the Extra High ones. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_335886.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1678478.png|983|553|Low|Extra High[/compimg] [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1688037.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1748592.png|983|553|Low|Extra High[/compimg] Ambient Occlusion Framerate Hit: Minor (High), Medium (Very High) The game has a fairly simple and light ambient occlusion implementation which can easily be set to High or Extra High without having to worry about the resulting performance. The shadows and the ambient occlusion settings greatly affect how the outer environments look and are perceived to a large extent. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_691860.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_2526690.png|983|553|Off|Extra High[/compimg] Without the ambient occlusion most entities look like they are floating. Most interiors also look pretty bare without this setting, and any characters will also be affected. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_809196.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1375692.png|983|553|Off|Extra High[/compimg] Even though this game’s ambient occlusion is very basic, the difference is instantly noticeable. Note how the staircase in the below screenshot stands out on Extra High compared to Off, where it almost seems to float in the scene. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_852169.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1797738.png|983|553|Off|Extra High[/compimg] Volumetric Clouds Framerate Hit: Minor (All Settings) This setting replaces the cheap clouds with far more realistic ones. The effect is pretty lightweight performance-wise while greatly improving the game's look. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_2045332.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1210126.png|983|553|Off|On[/compimg] [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_944445.png|http://community.pcgamingwiki.com/uploads/gallery/album_79/gallery_371_79_1843503.png|983|553|Crane|Snake[/compimg] Performance analysis The game performs amazingly well, it also manages to scale incredibly nicely on slower hardware, the loading times are also incredibly short and in the end the game behaved better than expected. Testing was done on a system running an Intel Core 2 Quad Q9400 CPU with 4 GBs of RAM and an Asus GeForce GTX 650 Ti, running at a resolution of 2048x1152. Controls While the game performs very well, there are still glaring issues with the way controls are being handled. Very few keys can actually be bound; however, this is a minor issue. Most menus have very poor mouse input, the map and the quick action menu being among those, being very finicky and awkward to use. Furthermore, certain menus can only be controlled using the keyboard, which also behave poorly. The horse controls themselves also tend to be pretty unresponsive on both a keyboard and a controller. The default controller scheme in general can occasionally be pretty awkward to play with; mouse aiming also has its own issues. It doesn't feel as precise as it should be, and it feels very floaty. Audio There are only two audio options - the game lacks basic separate volume settings for sound effects, music, ambient noises and voices, which you'd might expect. Conclusion While Metal Gear Solid V: The Phantom Pain performs excellently on PC, the lack of good mouse and keyboard support, along with the basic audio options might ruin it for some. A controller might be needed in order to properly enjoy the game, which is really a shame considering this is otherwise a joy to play - and being able to play a modern Metal Gear Solid game on PC is completely priceless. PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributor RaTcHeT302. For an up to date account of Game Name fixes and improvements, please visit its respective PCGamingWiki article. Thank you for reading. If you enjoyed this article, please consider donating to PCGamingWiki's Patreon campaign.
  2. PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributor RaTcHeT302. For an up to date account of Metal Gear Solid V: The Phantom Pain fixes and improvements, please visit its respective PCGamingWiki article. Metal Gear Solid V: The Phantom Pain is the latest game in the Metal Gear Solid series, developed by Kojima Productions and published by Konami, running on the Fox Engine. The game was released on September 1, 2015 for Windows. System Requirements Minimum CPU: Intel Core i5-4460 @ 3.40 GHz RAM: 4 GB HDD: 28 GB GPU: NVIDIA GeForce GTX 650 (2GB) (DirectX 11) OS: Windows 7, 8 (x64) Recommended CPU: Intel Core i7-4790 @ 3.60 GHz RAM: 8 GB GPU: NVIDIA GeForce GTX 760 (DirectX 11) While the system requirements may look harsh, the game isn't that demanding and can comfortably be played on a system meeting the minimum requirements. The secret is the game’s very aggressive level of detail system - which tends to be a little too eager, causing higher-quality versions of characters and objects to suddenly ‘pop’ into existence. Furthermore, the drawing distance setting seems a little too low by default, causing entire mountains to suddenly appear, and you can’t change this setting so better systems can mitigate or eliminate this. While the lack of overall settings are a bit of a letdown, the engine manages to scale very well over various hardware configurations. Testing was performed on a system with an Intel Core 2 Quad Q9400 CPU with 4 GBs of RAM and an Asus GeForce GTX 650 Ti, running at a resolution of 2048x1152. Video settings There are quite a few video options, however the game lacks any separate anti-aliasing modes. Some options are not labeled correctly, but that's a minor issue. Most notifications can easily be disabled, along with any elements which are part of the game's main UI system, which does certainly allow for a far more immersive and customizable experience. The game doesn't feature any general graphic presets. In our slider comparisons, the lowest and highest values of each setting have been compared, and most differences should be fairly obvious and noticeable. Fullscreen Screenshots - Lowest Settings - Highest Settings While using the highest available settings, the game will be able to render more entities over larger distances, the textures and the shadows will also look far sharper. Motion Blur Framerate Hit: Minor This setting controls the intensity of the motion blur effect which is activated by quickly moving the camera around, this effect can be disabled entirely if desired. Depth of Field Framerate Hit: Minor The depth of field effect is heavily used during most cutscenes and during most combat-heavy situations, such as while aiming or crouching and whilst grabbing actors. The effect can easily be triggered by simply aiming at a certain entity, enemy or any other actors. Anything else around the object will be out of focus. Fullscreen Screenshots - Snake - Wolf Model Detail Framerate Hit: Minor (Low, High), Medium (Extra High) This setting controls how much clutter, grass, rocks, props, barriers, and other details will be visible over certain distances, while also changing which and how many entities will appear before the player gets too close to them. The setting itself doesn't affect the models in any way; however, the game will begin using the higher quality versions of the existing models whenever possible at higher detail values. Fullscreen Screenshots - Low - Extra High The Afghanistan environment is already pretty detailed on its own, all the extra geometry might be slightly difficult to spot at first. Fullscreen Screenshots - Low and Extra High - Extra High This setting can optimally be kept on High; most modern systems, however, should be able to easily cope with this setting on Extra High without any major framerate hits. Textures Framerate Hit: Minor (All Settings) On the lower settings most textures will have a very washed-out look. At the highest settings most differences will become pretty small and hard to spot. Most changes are really subtle: in the following image the pipes and the drainage channel have slightly better textures while everything else looks pretty similar. Curiously, the texture quality setting also affects elements which are part of the user interface, such as the mini map and certain smaller buttons. Fullscreen Screenshots - Low - Extra High Shadows Framerate Hit: Minor (Low, High), Major (Extra High) Next to the lighting setting, this is the most intensive setting in the game. On Low most shadows look blurry and have many jagged edges, while on Extra High the shadows are far sharper and cleaner. The most obvious changes can be seen while playing in the outer environments. Smaller models and other entities will also begin casting their own high quality shadows at higher values. However such differences are very hard to spot during normal gameplay. Lighting Framerate Hit: Minor (Low, High), Major (Extra High) This setting sets the overall draw distance for any distant lights. On lower values the player has to get really close to a light before the light itself can begin casting itself onto the surrounding environment. Fullscreen Screenshots - Low - Extra High This setting can be a huge performance killer on slower systems; even more modern systems might suffer quite a bit from this setting. If there's any issue with this setting, keep it set to High. Post Processing Framerate Hit: Minor (Low), Medium (High, Extra High) The post processing setting mainly applies bloom onto certain models, along with some anti-aliasing levels. The anti-aliasing setting is directly tied to the post process setting and is very lightweight. It can easily be raised to the maximum value with next to no loss in performance. Notice the ground on the far right and how it becomes excessively-bright on Extra High. The post processing may also affect the surrounding terrain in other odd ways when set to any values lower than Extra High. However, these issues are ultimately inconsequential. The post process effect will also make any decals in the world shine in the light. Effects Framerate Hit: Minor (All Settings) This setting controls various particle effects such as rain and dust particles. This isn't very demanding performance-wise and doesn’t display well in screenshots; however, most differences are far easier to spot while playing the game. This setting can also affect any weather effects such as the rain, on the Low setting the raindrops look far worse than the Extra High ones. Ambient Occlusion Framerate Hit: Minor (High), Medium (Very High) The game has a fairly simple and light ambient occlusion implementation which can easily be set to High or Extra High without having to worry about the resulting performance. The shadows and the ambient occlusion settings greatly affect how the outer environments look and are perceived to a large extent. Without the ambient occlusion most entities look like they are floating. Most interiors also look pretty bare without this setting, and any characters will also be affected. Even though this game’s ambient occlusion is very basic, the difference is instantly noticeable. Note how the staircase in the below screenshot stands out on Extra High compared to Off, where it almost seems to float in the scene. Volumetric Clouds Framerate Hit: Minor (All Settings) This setting replaces the cheap clouds with far more realistic ones. The effect is pretty lightweight performance-wise while greatly improving the game's look. Performance analysis The game performs amazingly well, it also manages to scale incredibly nicely on slower hardware, the loading times are also incredibly short and in the end the game behaved better than expected. Testing was done on a system running an Intel Core 2 Quad Q9400 CPU with 4 GBs of RAM and an Asus GeForce GTX 650 Ti, running at a resolution of 2048x1152. Controls While the game performs very well, there are still glaring issues with the way controls are being handled. Very few keys can actually be bound; however, this is a minor issue. Most menus have very poor mouse input, the map and the quick action menu being among those, being very finicky and awkward to use. Furthermore, certain menus can only be controlled using the keyboard, which also behave poorly. The horse controls themselves also tend to be pretty unresponsive on both a keyboard and a controller. The default controller scheme in general can occasionally be pretty awkward to play with; mouse aiming also has its own issues. It doesn't feel as precise as it should be, and it feels very floaty. Audio There are only two audio options - the game lacks basic separate volume settings for sound effects, music, ambient noises and voices, which you'd might expect. Conclusion While Metal Gear Solid V: The Phantom Pain performs excellently on PC, the lack of good mouse and keyboard support, along with the basic audio options might ruin it for some. A controller might be needed in order to properly enjoy the game, which is really a shame considering this is otherwise a joy to play - and being able to play a modern Metal Gear Solid game on PC is completely priceless. PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributor RaTcHeT302. For an up to date account of Game Name fixes and improvements, please visit its respective PCGamingWiki article. Thank you for reading. If you enjoyed this article, please consider donating to PCGamingWiki's Patreon campaign. Click here to view the article
  3. System requirements Minimum OS: XP or Vista or 7 or 8 Processor: Intel Core i5 2400 Memory: 2 GB RAM Graphics: Nvidia Geforce GTS 450 DirectX: Version 9.0c Hard drive: 25 GB available space Sound card: DirectX compatible sound card Recommended OS: XP or Vista or 7 or 8 Processor: Intel Core i7 3770 Memory: 4 GB RAM Graphics: Nvidia Geforce GTX 650 DirectX: Version 9.0c Hard drive: 25 GB available space Sound card: DirectX compatible sound card DAOWAce's machine: Intel i7-3770K ~4.5GHz, 16GB RAM, GTX 780 3GB ~1050MHz Andytizer's test machine: Intel i5-4670K, 8GB RAM, GTX 770 2GB GraphicsThe graphics menu itself is fairly comprehensive: ResolutionWhen it comes to resolution, however, only the following are available: 4:3 800x600 1024x768 16:10 1680x1050 16:9 1280x720 1366x768 1920x1080 Noticeably missing are common resolutions such as 1440x900 (MacBook Pro's 16:10 size), as well as anything above 1920x1080, such as the ever-more-popular 2560x1440 used by nearly 1% of Steam users according to the December 2013 hardware survey. Interestingly, Durante has stepped in and produced a hack to create this 3480x2160 screenshot of the main menu. However, Durante has said that he does not plan to further develop or release his methods, stating: "Not sure if I should invest all the effort to get it to a state where it's worth releasing, considering that they seem like they'll probably patch it." Unfortunately, while running in fullscreen, no matter what you set it to, the engine upscales the image to your monitor's native resolution (keeping the 16:9 aspect ratio). To get proper 1:1 display you must run the game in windowed mode if you wish to play in a lower resolution. Thankfully, borderless fullscreen windowed mode can be forced using an application like Borderless Windowed. Some reports show that running the game fullscreen through HDMI results in a 24 Hz cap, meaning the game can only run at a maximum of 24 FPS. A workaround would be to run the game in a window or to force borderless fullscreen windowed mode. CutscenesThe game runs at a maximum of 60 FPS during gameplay but only 30 FPS in the menus and cutscenes. It appears as if the majority of the immense 25 GB required space is being used to hold 1080p cutscenes and to help hide loading times. However unlike Max Payne 3, which used a similar system, the cutscenes in Revengeance looks far worse than normal gameplay as they are heavily compressed and run at a lower framerate, creating a jarring effect whenever a cutscene is played. Field of viewThere aren't any FOV settings in the game at all, and it would've been nice for the port team to include some kind of option for those who suffer from gaming-related motion sickness. As this is a third person game, this will cause problems for fewer people, but FOV options are always nice to have in all 3D camera control games. PerformancePerformance feels very good. The game has been rock solid at 60FPS my entire time playing. It's done this while barely even using a full single CPU core (8% average!). GPU usage normally hovered around 45% on my 780 without upping to boost clocks. QualityComparing Low to Highest subjectively seems very difficult as there was hardly a difference in graphical quality, even on larger displays: [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_22/med_gallery_1_22_179310.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_22/med_gallery_1_22_50543.jpg|960|540|Low|Custom (Highest)[/compimg] SoundStandard options here: 3 separate volume sliders for sound effects, music and voices. Sound is played in the background even when the window is not in focus. Controls Keyboard and mouseThis is where the port really falls short. There is reverse mouse acceleration (like the Dark Souls port) where very slow movements are completely ignored. The mouse control doesn't feel that good, it's as if it's simulating an analog stick. Some good news: you can slash by moving the mouse in the direction you want while in blade mode, which feel responsive and intuitive. The downside is that when blade mode is activated, the keyboard movement keys are used to control the camera, which can result in very slow turning. Key rebinding is available: Does not support binding controls to extra mouse buttons, e.g. mouse4, mouse5. Controller cannot be rebound, limited to 4 preset options. ControllerOnly 360 compatible controllers supported. x360ce must be used otherwise. x360ce can also be used to customize the buttons. Miscellaneous Intro videos30 seconds. That's how long it takes to get from starting the game to interacting with the menu. 25 of those seconds are spent looking at company logos fade in and out with no way of interacting or skipping. 5 of those seconds are spent watching the camera pan out from Raiden's face. A courteous developer would let you click through, or to skip the advertising after being forced to watch it once. Removing the \GameData\movie or movie_ui folder doesn't seem to remove these videos unfortunately. Definitely a black mark against this game. Crash when disconnected from internetUsers are reporting that game requires an always on internet connection. When one's internet connection is disconnected, the game suddenly crashes to desktop. This appears to be due to a bug with Steam API rather than always on DRM. I would expect a fix within the next few days. ConclusionFirst impressions indicate that the game runs extremely well on my system, which is a relief considering the quite high system requirements. The only real issues with the port are the limited resolution choices (and scaling) along with the poor mouse control. Everything else is fairly well done, and appears to be a well-optimised PC port. PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributors DAOWAce and Andytizer. For an up to date account of Metal Gear Rising: Revengeance fixes and improvements, please visit its respective PCGamingWiki article.
  4. PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributors DAOWAce and Andytizer. For an up to date account of Metal Gear Rising: Revengeance fixes and improvements, please visit its respective PCGamingWiki article. The announcement for the PC port of Metal Gear Rising: Revengeance (originally PS3/Xbox 360 in February 2013) came as quite a surprise, given that the last Metal Gear game to come out on PC was Metal Gear Solid 2 back in 2003, and that all of Platinum's previous games like MadWorld and Bayonetta have all been console exclusive. All signs point to this being a questionable PC port, including the strict and ongoing region locking, the temporary case of Ireland being completely banned from buying the game, and the announcement that the maximum resolution would be 1920x1080. Here at PCGamingWiki, we'll be looking at the quality of the PC port, and see whether the game makes the most of the extra heft provided by the PC platform. System requirements Minimum OS: XP or Vista or 7 or 8 Processor: Intel Core i5 2400 Memory: 2 GB RAM Graphics: Nvidia Geforce GTS 450 DirectX: Version 9.0c Hard drive: 25 GB available space Sound card: DirectX compatible sound card Recommended OS: XP or Vista or 7 or 8 Processor: Intel Core i7 3770 Memory: 4 GB RAM Graphics: Nvidia Geforce GTX 650 DirectX: Version 9.0c Hard drive: 25 GB available space Sound card: DirectX compatible sound card DAOWAce's machine: Intel i7-3770K ~4.5GHz, 16GB RAM, GTX 780 3GB ~1050MHzAndytizer's test machine: Intel i5-4670K, 8GB RAM, GTX 770 2GB GraphicsThe graphics menu itself is fairly comprehensive: ResolutionWhen it comes to resolution, however, only the following are available: 4:3 800x600 1024x768 16:10 1680x1050 16:9 1280x720 1366x768 1920x1080 Noticeably missing are common resolutions such as 1440x900 (MacBook Pro's 16:10 size), as well as anything above 1920x1080, such as the ever-more-popular 2560x1440 used by nearly 1% of Steam users according to the December 2013 hardware survey. Interestingly, Durante has stepped in and produced a hack to create this 3480x2160 screenshot of the main menu. However, Durante has said that he does not plan to further develop or release his methods, stating: "Not sure if I should invest all the effort to get it to a state where it's worth releasing, considering that they seem like they'll probably patch it." Unfortunately, while running in fullscreen, no matter what you set it to, the engine upscales the image to your monitor's native resolution (keeping the 16:9 aspect ratio). To get proper 1:1 display you must run the game in windowed mode if you wish to play in a lower resolution. Thankfully, borderless fullscreen windowed mode can be forced using an application like Borderless Windowed. Some reports show that running the game fullscreen through HDMI results in a 24 Hz cap, meaning the game can only run at a maximum of 24 FPS. A workaround would be to run the game in a window or to force borderless fullscreen windowed mode. CutscenesThe game runs at a maximum of 60 FPS during gameplay but only 30 FPS in the menus and cutscenes. It appears as if the majority of the immense 25 GB required space is being used to hold 1080p cutscenes and to help hide loading times. However unlike Max Payne 3, which used a similar system, the cutscenes in Revengeance looks far worse than normal gameplay as they are heavily compressed and run at a lower framerate, creating a jarring effect whenever a cutscene is played. Field of viewThere aren't any FOV settings in the game at all, and it would've been nice for the port team to include some kind of option for those who suffer from gaming-related motion sickness. As this is a third person game, this will cause problems for fewer people, but FOV options are always nice to have in all 3D camera control games. PerformancePerformance feels very good. The game has been rock solid at 60FPS my entire time playing. It's done this while barely even using a full single CPU core (8% average!). GPU usage normally hovered around 45% on my 780 without upping to boost clocks. QualityComparing Low to Highest subjectively seems very difficult as there was hardly a difference in graphical quality, even on larger displays: SoundStandard options here: 3 separate volume sliders for sound effects, music and voices. Sound is played in the background even when the window is not in focus. Controls Keyboard and mouseThis is where the port really falls short. There is reverse mouse acceleration (like the Dark Souls port) where very slow movements are completely ignored. The mouse control doesn't feel that good, it's as if it's simulating an analog stick. Some good news: you can slash by moving the mouse in the direction you want while in blade mode, which feel responsive and intuitive. The downside is that when blade mode is activated, the keyboard movement keys are used to control the camera, which can result in very slow turning. Key rebinding is available: Does not support binding controls to extra mouse buttons, e.g. mouse4, mouse5. Controller cannot be rebound, limited to 4 preset options. ControllerOnly 360 compatible controllers supported. x360ce must be used otherwise. x360ce can also be used to customize the buttons. Miscellaneous Intro videos30 seconds. That's how long it takes to get from starting the game to interacting with the menu. 25 of those seconds are spent looking at company logos fade in and out with no way of interacting or skipping. 5 of those seconds are spent watching the camera pan out from Raiden's face. A courteous developer would let you click through, or to skip the advertising after being forced to watch it once. Removing the \GameData\movie or movie_ui folder doesn't seem to remove these videos unfortunately. Definitely a black mark against this game. Crash when disconnected from internetUsers are reporting that game requires an always on internet connection. When one's internet connection is disconnected, the game suddenly crashes to desktop. This appears to be due to a bug with Steam API rather than always on DRM. I would expect a fix within the next few days. ConclusionFirst impressions indicate that the game runs extremely well on my system, which is a relief considering the quite high system requirements. The only real issues with the port are the limited resolution choices (and scaling) along with the poor mouse control. Everything else is fairly well done, and appears to be a well-optimised PC port. PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributors DAOWAce and Andytizer. For an up to date account of Metal Gear Rising: Revengeance fixes and improvements, please visit its respective PCGamingWiki article. Click here to view the article
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