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Mgs3 subsistence pcsx2 pc control layout
Mgs3 subsistence pcsx2 pc control layout












mgs3 subsistence pcsx2 pc control layout

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.

mgs3 subsistence pcsx2 pc control layout mgs3 subsistence pcsx2 pc control layout

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.














Mgs3 subsistence pcsx2 pc control layout