Metal Gear Solid V PC 4K Screenshot Comparison

Metal Gear Solid V PC Settings Comparison

Nvidia Metal Gear Solid V Game Ready Drivers Released

Metal Gear Solid V PC Settings Comparison

 

One thing we have been always been asked at OC3D is if we could cover more PC games, benchmark them and otherwise provide information on the most recent releases. We have a very small team here and covering such things are not usually feasible due to time constraints, especially given how much hardware we have to go through.

In the future we hope to do more with games but for now we are learning and want to create our own style when looking at games, which will no doubt change over time as we hear feedback from you, our audience. With Metal gear Solid V: The Phantom Pain we will start with a simple Screenshot comparison, highlighting the differences between this game Maxed out all the way to it's lowest settings.  

  

 

Our Copy of Metal Gear Solid V has been purchased by OC3D and has not been provided by a developer, PR company or a hardware vendor. 

We will be doing a more in depth look at Metal Gear Solid V tomorrow, including benchmarks at both 1080p and 4K Resolutions. We will also be discussion the options menu, controller options and other in-game settings to provide you with a in depth look at the quality of this PC port. 

Below you can see Metal Gear Solid V's graphical options menu, where you can change a large variety of in-game graphical settings in order to adjust the game's visual quality and performance. Below are pictures of the settings that we used for out screenshot comparisons. 

All of our screenshots are in 4K resolution, so please click on the images to see them in full size. 

 

Metal Gear Solid V PC Settings Comparison  Metal Gear Solid V PC Settings Comparison  Metal Gear Solid V PC Settings Comparison  Metal Gear Solid V PC Settings Comparison  Metal Gear Solid V PC Settings Comparison  

 (Settings used (Extra High (Top), High (Middle Left), Medium (Middle Right), Low (Bottom Left), Lowest (Bottom Right)))

 

All of these screenshots have been taken from the Kabul section of the game, which is shortly after the game's lengthy prologue. This area showcases an middle eastern countryside which has several villages and enemy encampments throughout. You will be required to use vehicles or your horse to reverse this terrain due to it's sheer size, but at least it is a very pretty area. 

 

Port Report: Metal Gear Solid 5 with ASUS  Port Report: Metal Gear Solid 5 with ASUS  Port Report: Metal Gear Solid 5 with ASUS  Port Report: Metal Gear Solid 5 with ASUS  Port Report: Metal Gear Solid 5 with ASUS  

 (Settings used (Extra High (Top), High (Middle Left), Medium (Middle Right), Low (Bottom Left), Lowest (Bottom Right))) 

 

Moving from Extra high to High gives  major change in the game's visual quality, especially when you look at the trees and other foliage. Shadow quality is also notably worse as you lower the settings, especially when you look at the shadows of trees, the player character and your horse. 

When in motion the texture quality does not make that much of a visual difference, but is you stop and look at the terrain textures you can see a subtle difference. 

 

Port Report: Metal Gear Solid 5 with ASUS  Port Report: Metal Gear Solid 5 with ASUS  Port Report: Metal Gear Solid 5 with ASUS  Port Report: Metal Gear Solid 5 with ASUS  Port Report: Metal Gear Solid 5 with ASUS   

  (Settings used (Extra High (Top), High (Middle Left), Medium (Middle Right), Low (Bottom Left), Lowest (Bottom Right)))

 

As we lower the game's settings we see that a lot of detail in the distance is lost, with moving from Extra high to High removing large shadows from trees and large bits of foliage in the distance with lower settings removing a lot of grass and lowering a lot of other details in the distance. 

 

Port Report: Metal Gear Solid 5 with ASUS  Port Report: Metal Gear Solid 5 with ASUS  Port Report: Metal Gear Solid 5 with ASUS  Port Report: Metal Gear Solid 5 with ASUS  Port Report: Metal Gear Solid 5 with ASUS  

 (Settings used (Extra High (Top), High (Middle Left), Medium (Middle Right), Low (Bottom Left), Lowest (Bottom Right))) 

 

While lowering the game setting we again see that the detail in the far distance lowers greatly when lowering your game settings, giving those who max out the game the most satisfying views, not that the game looks bad at lower settings. 

In these screenshots we can see that the sky does not have much of a visual difference when changing the game settings in this scene, with the only setting that affected it being volumetric shadows. With volumetric shadows off we can see that clouds disappear, making the Afghan skyline look rather lifeless. 

 

Port Report: Metal Gear Solid 5 with ASUS  Port Report: Metal Gear Solid 5 with ASUS  Port Report: Metal Gear Solid 5 with ASUS   Port Report: Metal Gear Solid 5 with ASUS  Port Report: Metal Gear Solid 5 with ASUS    

  (Settings used (Extra High (Top), High (Middle Left), Medium (Middle Right), Low (Bottom Left), Lowest (Bottom Right)))

 

This final set of screenshots are very good at showing two things, textures and shadows. At max settings we can see that the game's textures are fairly crisp and the shadows are very well defined at max settings, lowering in quality as we keep on decreasing settings. 

At lower than Extra high setting you will see textures change in quality a lot as you get closer to buildings and other detailed objects. At 4K Max settings we found that our GPU used just under 3500MB and at 1080p max settings our GPU used not much more than 1800MB of VRAM in the large open world Afghanistan area of the game.

As we lower the setting we see shadows become much less detailed and become a lot blurrier, especially when looking at the shadows from trees and other complex shadows.    

We hope you enjoyed this quick look at Metal Gear Solid V and that you will come back to see the results of our benchmark testing and full port report tomorrow.

You can join the discussion on our Metal Gear Solid V 4K Screenshot comparison on the OC3D Forums.  

 

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Most Recent Comments

01-09-2015, 16:44:40

MrKambo
This is actually brilliant Mark, i like the way you actually stay in the exact same place between graphic settings, so that lighting remains the same so you can see what details you're missing accurately.

Couple of suggestions, nothing major, where you state under each group of screenshots the quality and position in the article, you could watermark the quality onto each screenshot, it'll keep the article a bit cleaner, also it'll help when you open 2/3 images in different tabs so you can switch between so you don't confuse yourself.

Not uber awesome just quickly did it in photoshop

http://i1357.photobucket.com/albums/...psvt1ldxuh.png

http://i1357.photobucket.com/albums/...psewddsx4j.pngQuote

01-09-2015, 16:51:40

WYP
Quote:
Originally Posted by MrKambo View Post
This is actually brilliant Mark, i like the way you actually stay in the exact same place between graphic settings, so that lighting remains the same so you can see what details you're missing accurately.

Couple of suggestions, nothing major, where you state under each group of screenshots the quality and position in the article, you could watermark the quality onto each screenshot, it'll keep the article a bit cleaner, also it'll help when you open 2/3 images in different tabs so you can switch between so you don't confuse yourself.

Not uber awesome just quickly did it in photoshop
Thank you very much for your feedback. This will be very useful when doing this in the future.Quote

01-09-2015, 17:26:42

Wraith
Sweet write up dude, it's fantastic to see that the low end of the graphics settings does little to distract from the game and while still maintaining a great level of detail, look forward to seeing some benches now.Quote

01-09-2015, 17:35:59

WYP
Quote:
Originally Posted by Wraithguard View Post
Sweet write up dude, it's fantastic to see that the low end of the graphics settings does little to distract from the game and while still maintaining a great level of detail, look forward to seeing some benches now.
Thank you.

I am currently working in the full port report for you guys to see tomorrow.Quote

01-09-2015, 18:25:30

jimma47
I like it and yes the watermark idea is a good one as well.

Another concept would be Minimum/Recommended/Max GPU screenshots. Like this is how good it will look on the minimum recommended card at playable frame rates compared to whatever the average GPU is (760 I think?) and a top end card.

Yes I know this would be a lot of work without a benchmark built into the game to compare the same scene but maybe Developers should jump on that prior to releasing a game.

Obviously they want to sell the game so they tend to release all the beautiful fully rendered scenes and very little actual gameplay footage so wouldn't be holding my breath.Quote
Reply
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