Ne xs metro last light image2/20/2023 The PC requirements are sky-high if you want to check all the bells and whistles, with an optimal experience demanding the costly GeForce Titan running in tandem with a powerful Core i7 CPU. When it comes to the 360 and PS3 platforms however, it's less-so about harnessing the raw processing muscle of the most powerful hardware around, and instead a call to the studio's strengths in squeezing the greatest results from static, seven-year-old hardware. To see how close these get to the PC release's standards, we compare image quality for all three versions via our head-to-head videos. To back this up, there's also a weighty 60-strong triple-format comparison gallery for those with a keen eye for fine details. "The PC game is obviously a step beyond - the console versions are a call to 4A's strengths in squeezing the greatest results from static, seven-year-old hardware." Metro: Last Light compared on Xbox 360 and PS3. Use the full-screen button in conjunction with the 720p quality setting for the best experience. Additional comparisons with the PC version at max settings are found below. To start with the basics, native resolution is slightly dialled back on both platforms. On the 360 side we see a vertically nipped and tucked frame-buffer of 1280圆72, while the PS3 operates at an overall lower internal resolution - we reckon it's something very close to 1152圆40. On the face of it this sounds like a big advantage for the 360, but in practise the difference is nigh on undetectable to the naked eye. This is due in no small part to the smart anti-aliasing method being used. Standard to the PS3 and 360 versions is what appears to be post-process anti-aliasing, either 4A's proprietary Analytical Anti-Aliasing (AAA) or perhaps a tweaked version of Nvidia's FXAA. While post-process AA often fails to impress on console, the algorithm used here in Metro: Last Light is among the most refined we've seen - it renders jaggies ostensibly non-existent, with a light shimmer to complex fence-work and spindly foliage being the only stones left unturned. The PC version goes the extra mile in this regard. The overall result is pristine, squeaky clean edges, and is ultimately inexpensive enough to be afforded by any PC setup.īy default, it has AAA working in conjunction with FXAA, though both techniques benefit from larger search windows and deeper per-pixel control, like micro-blur and/or micro-sharpen. The same can't be said of the super-sample AA option also available in this package - working over the top of the above two processes - which renders the game at up to 4x your selected resolution before down-sampling to your monitor's ideal value. In our experience this proved to be a somewhat expensive luxury, especially while running at resolutions of 1080p with the existing post-process AA methods which still produce great results.
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