Meanwhile, matters improve significantly on Xbox One X, where users get the highest resolution output of the bunch - a native 2560x1440, with no reconstruction shenanigans. Bizarrely, not even the HUD elements are rendered at 1080p. We just can't recommend the base Xbox One version at all - it's by some chalk the ugliest and jerkiest edition of them all. There's a lot of controversy at the moment about Metal Gear Survive's radical, conceptual shift but at least the PlayStation versions retain the signature performance level established by MG5. We could only hit 60 frames per second by looking at the ground, otherwise we're in a 40-60fps No Man's Land. For Survive, the final retail version of the base Xbox One version retains the same disappointing 720p as the beta - a massive downgrade over MGS5's 900p and doubly impacted by poor performance. PS4 Pro users have a native 1440p version of MGS5, while Xbox One X users miss out. There's definitely the sense that PlayStation is the focus for Konami's Metal Gear team, though. Expect improved temporal stability at the expense of blur. After all, we will be looking at a 1600x1080 image constructed to double horizontal resolution, upscaled to 4K, then downscaled to 1080p. Whether they want to is another thing though. However, the upcoming firmware 5.5 will allows 1080p users to access the higher resolution mode. There's no way to choose which mode you get, short of adjusting the front-end option setting. However, switching your Pro to 1080p output matches the base machine's native 1600x1080, ironing out any remaining kinks in frame-rate and eliminating those reconstruction artefacts. Aside from minuscule shadow rendering differences, there's not much to divide them visually - it's all about the resolutions and performance level, really. Our look at Metal Gear Survive's public beta running on both PlayStation and Xbox consoles. It works out fine for the most part, but there is a clear dithering artefact left in its wake - something we don't see on the other systems, none of which use this effect. Its core pixel count seems to be 1088x1440, using a reconstruction technique to give a final resolve in the 2134x1440 range. PlayStation 4 Pro has similarly smooth frame-rates in its 4K output mode, but there is something odd about its output we didn't notice in the beta phase. In terms of performance at least, it's a solid enough read-out. Owing to the post-process heavy nature of the game, the drop passes by mostly without notice and performance is good - not quite as locked as MGS5, but clearly a notable improvement over the 50-60fps we noted in the beta period. The straight, native 1080p of Metal Gear Solid 5 on PlayStation 4 is replaced with a horizontally upscaled 1600x1080, a 16.7 per cent reduction in pixel count. There's nothing like it in MGS5 and it is, possibly, why the developers have chosen to alter Metal Gear's visual make-up. It's a distinctive visual effect built on performance-sapping alpha textures. The one key difference is the inclusion of the new area - The Dust - a stormy cloud system that players can only survive in with the use of an air tank. It's strange because at the nuts and bolts level, Survive has much in common with MGS5: the open world design and core assets look very, very similar, there's the same 60 frames per second target and the Fox Engine's distinctive ID is almost completely unchanged. It's a team that seemingly doesn't have the same level of talent in working with the publisher's iconic Fox Engine - and it's clear to see that what we have here is a technical downgrade from MGS5. A look at the credits reveals a mixture of Konami developers old and new, some who worked on the brilliant Metal Gear Solid 5, others who are working on the series for the first time. Metal Gear Survive is something on an enigma - a spin-off from its illustrious predecessor, that pushes the franchise into a whole new direction.
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