Maybe we may actually get a PC version of the HD collection. Hopefully, Konami just does the smart thing and outsource other teams to give us good ports like they did with Castlevania on Steam. If the sales numbers gave Konami the answers they were looking for, it's possible we may get the other titles. They cost little to produce, so even if they don't sell, they aren't taking that much of a loss. In a way, re-releasing these versions can act as tests for Konami to see if there's still interest in the MGS franchise. All they needed was a retailer that expressed interest. The only reason we got these ports is mainly that they were already completed to begin with. However, at that point, they probably wouldn't have done a port at all. If this port did not already exist, then porting the 360/PS3 version would have been the only choice they would have had. So from their perspective, they have little incentive to put several times more effort to release a product that would have been only marginally superior to the work that was already done. Even though the HD version is superior, the PC port+the fan patch is ultimately still 90% the same product (even visually), while not using nearly as many resources as properly porting the PS3/XBOX 360 version. The main issue here is that Konami has spent the past half-decade trying to optimize their videogame revenue for as little input as they can. I still have my old fat PS3, but they're notorious for overheating like the white Xbox 360s. I'm very happy to know there's some progress with PS3 emulation. I'll remember that for next time, thanks. When I started this, I was expecting just to do a PCvs PCSX2 comparison, but I was surprised to find out that RPCS3 has made ALOT of progress in the past 2 years.Īpples90: You would think they would put in the effort to make proper ports of the first three Solid games considering how much money they made off The Phantom Pain on PC. Even if they outsourced it.īTW, I wouldn't even call the cutscenes ''masters'' because they were rendered in real-time, not pre-rendered video files. I believe Konami did this mainly because it was easier to take a pre-existing Windows port and just give it some compatibility fixes than taking something ported to work on Nvidia shield and ported over to Windows. I'm sure Nvidia would have done it had Konami let them slap their logo all over it. Still don't understand why they didn't port the Shield version of the HD collection. Otherwise, yeah, the HD Collection on PS3, X360, and Nvidia Shield are still the best ways to play Metal Gear Solid 2: Substance to date. ![]() They took the masters (I don't know if there's another term for videogames) and zoomed into them. IMO, I think the emulated PS3 version looks best overall, especially with the HUD, but I think all three are a nice way to play the game.Īpples90: The only downside to the PS3 version is that the cutscenes aren't true widescreen. One issue with using the widescreen-hack on the PCSX2 version is that just like with the PC port without the FOV fix, certain angles like in the lockerroom reveal boundaries and can show some wonky stuff with character models that would normally be offscreen in the 4:3 mode. ![]() It also has the least amount of aliasing in Snake's hair out of the 3. Even at 1440p, it appears to have as few jagged edges as the PC version at 8k with FXAA. Another thing is that the PS3 version seems to have the strongest antialiasing. ![]() In gameplay, the games all look nearly identical except for two things: the PS3 version has different textures and the PC version has this weird artifact where green halos appear on textures like Snake's hair, Bandana, and the wound he gets from Vamp. This issue happens often, but isn't that bad IMO and can be disabled ( I think it's the depth of field that does it). In addition, one of the effects in V's fix causes this multiple-face distortion as observed in the screenshot of Snake walking on the bridge. The biggest difference can be seen in cutscenes, where the PS3 and PC versions are missing some of the post-processing. All were very playable and ran at a stable 60 fps on my GTX 1080ti and i5-8600k. For the PC version, the FOV fix was added for parity with the HD collection, for PCSX2, the basic widescreen hack was applied. Here, I ran the PC port at 8k, PCSX2 at 4x native resolution, and RPCS3 at 1440p.
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