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https://www.reddit.com/r/metalgearsolid/comments/jbzhwu/mgs2_vs_fixpcsx2rpcs3_graphics_comparison/

Here, I ran the PC port at 8k, PCSX2 at 4x native resolution, and RPCS3 at 1440p. For the PC version, the FOV fix was added for parity with the HD collection, for PCSX2, the basic widescreen hack was applied. All were very playable and ran at a stable 60 fps on my GTX 1080ti and i5-8600k. The biggest difference can be seen in cutscenes, where the PS3 and PC versions are missing some of the post-processing. 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. 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 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. Another thing is that the PS3 version seems to have the strongest antialiasing. Even at 1440p, it appears to have as few jagged edges as the PC version at 8k with FXAA. It also has the least amount of aliasing in Snake's hair out of the 3.

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.

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.
Post edited October 16, 2020 by LG399
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LG399: 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.
The only downside to the PS3 version is that the cutscenes aren't true widescreen. They took the masters (I don't know if there's another term for videogames) and zoomed into them. 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. Still don't understand why they didn't port the Shield version of the HD collection. I'm sure nVidia would have done it had Konami let them slap their logo all over it.
Post edited October 16, 2020 by Apples90
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Apples90: The only downside to the PS3 version is that the cutscenes aren't true widescreen. They took the masters (I don't know if there's another term for videogames) and zoomed into them. 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. Still don't understand why they didn't port the Shield version of the HD collection. I'm sure Nvidia would have done it had Konami let them slap their logo all over it.
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. Even if they outsourced it.

BTW, I wouldn't even call the cutscenes ''masters'' because they were rendered in real-time, not pre-rendered video files.

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.
Post edited October 16, 2020 by LG399
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LG399: 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. Even if they outsourced it.

BTW, I wouldn't even call the cutscenes ''masters'' because they were rendered in real-time, not pre-rendered video files.

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.
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.

Real time renders. I'll remember that for next time, thanks.

I'm very happy to know there's some progress with PS3 emulation. I still have my old fat PS3, but they're notorious for overheating like the white Xbox 360s.
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Apples90: 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.

Real time renders. I'll remember that for next time, thanks.

I'm very happy to know there's some progress with PS3 emulation. I still have my old fat PS3, but they're notorious for overheating like the white Xbox 360s.
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. 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. 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. If this port did not already exist, then porting the 360/PS3 version would have been the only choice they would have had. However, at that point, they probably wouldn't have done a port at all. The only reason we got these ports is mainly that they were already completed to begin with. All they needed was a retailer that expressed interest.

In a way, re-releasing these versions can act as tests for Konami to see if there's still interest in the MGS franchise. They cost little to produce, so even if they don't sell, they aren't taking that much of a loss. If the sales numbers gave Konami the answers they were looking for, it's possible we may get the other titles. Hopefully, Konami just does the smart thing and outsource other teams to give us good ports like they did with Castlevania on Steam. Maybe we may actually get a PC version of the HD collection. If we ever get MGS3, it would most likely be the HD version, since the lack of a PC port would make that version the easiest base to work off of.
Post edited October 16, 2020 by LG399
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LG399: https://www.reddit.com/r/metalgearsolid/comments/jbzhwu/mgs2_vs_fixpcsx2rpcs3_graphics_comparison/

Here, I ran the PC port at 8k, PCSX2 at 4x native resolution, and RPCS3 at 1440p. For the PC version, the FOV fix was added for parity with the HD collection, for PCSX2, the basic widescreen hack was applied. All were very playable and ran at a stable 60 fps on my GTX 1080ti and i5-8600k. The biggest difference can be seen in cutscenes, where the PS3 and PC versions are missing some of the post-processing. 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. 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).
there is a way to fix the multihead glitch???
where is deep of field?
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LG399: https://www.reddit.com/r/metalgearsolid/comments/jbzhwu/mgs2_vs_fixpcsx2rpcs3_graphics_comparison/

Here, I ran the PC port at 8k, PCSX2 at 4x native resolution, and RPCS3 at 1440p. For the PC version, the FOV fix was added for parity with the HD collection, for PCSX2, the basic widescreen hack was applied. All were very playable and ran at a stable 60 fps on my GTX 1080ti and i5-8600k. The biggest difference can be seen in cutscenes, where the PS3 and PC versions are missing some of the post-processing. 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. 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).
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Matteo_Di_Lelio: there is a way to fix the multihead glitch???
where is deep of field?
If you open the graphics settings for the V's fix, there should be an option in one of the graphics or display settings that says ''Depth of Field''.
Don't know about PS3 version, I like PC version the most and I don't use V's fix.
Does anyone know how to remove the blue from snakes hair it's like a glow
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Deimos_Fresh: Don't know about PS3 version, I like PC version the most and I don't use V's fix.
I honestly haven't played the PC version without V's Fix, but overall I'd imagine it's still a similar-looking game in gameplay mode. For the sake of convenience, it's my go-to version of the game to play. Outside of the little artifacts, I still like how the game looks, overall.
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tonyt3rry: Does anyone know how to remove the blue from snakes hair it's like a glow
I don't know if there's anything that can be done about those green halos around the hair and bandana textures. I believe that's simply the consequence of how they're inherently rendered in the base game, rather than something from V's fix.
Post edited October 17, 2020 by LG399
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Deimos_Fresh: Don't know about PS3 version, I like PC version the most and I don't use V's fix.
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LG399: I honestly haven't played the PC version without V's Fix, but overall I'd imagine it's still a similar-looking game in gameplay mode. For the sake of convenience, it's my go-to version of the game to play. Outside of the little artifacts, I still like how the game looks, overall.
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tonyt3rry: Does anyone know how to remove the blue from snakes hair it's like a glow
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LG399: I don't know if there's anything that can be done about those green halos around the hair and bandana textures. I believe that's simply the consequence of how they're inherently rendered in the base game, rather than something from V's fix.
nice one for the reply hopefully once v has time to update it it might be addressed but it does say in the wiki that due to not having time with him having a job he doesnt know when he can get down to making the update more compatable with the gog release. still its something to look forward to.