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Tim: I probably could’ve just said “I put pretty much everything up as high as I could”, but I wanted to show some proof. We’ll start with my graphics settings first, but with a disclaimer that I might’ve fiddled with a few minor things (Motion Blur, Depth of Field, and other “quality of life” stuff that some people like and some don’t) since taking this screenshot. Tim, would you like to talk about control options, or is it time to mention chicken hats? Oh, and maybe show what graphics settings you were using too. So those are your lovely and capable graphics options.

From what I understand, and from what Nvidia have found in their own performance piece, the Effects and Post-Processing settings are the most demanding, with Shadows being the third candidate for turning down if you need to squeeze out a few more FPS. I’ve not tested the 4K resolution support myself, but reading around suggests that it is indeed present.Īnyway, yes, lots of things to change, lots of potential scaling. Metal Gear Solid V is capped at 60fps, possibly for physics-related reasons.

The Frame Rate option allows you to lock to 30fps if you really want (or need) to, whereas Auto keeps it aiming for 60. I believe it’s referring to events like fog, dust storm effects, explosions. ‘Effects’ is also frustratingly vague as a description. Others, like Effects and Post-Processing have Low, High and Extra High. The majority of settings here (Textures, Shadows and the like) have Low, Medium, High and Extra High as their options. Motion Blur can be switched off too – something I always appreciate.
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Plus some new ones like Depth of Field (which couldn’t be removed in Ground Zeroes). Peter: As with Ground Zeroes’ PC port, there are quite a few things to mess about with. You can click to make it larger if you fancy. Peter: Let’s do just that! Here are the main graphics options, also showing the settings I was using. Peter, shall we discuss the tweakables? That always seems like a good place to start. There are a couple of issues with it (somewhat inevitably), but for the most part, I am thoroughly impressed with the PC version Konami have managed to push out. My brief capsule review of Metal Gear Solid V‘s PC version is basically the same as Peter’s: it’s bloomin’ astonishing.
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And, yes, I am running the newest, shiniest Nvidia drivers, courtesy of an update last night. Tim: I’m sure there’s a joke there about “dying before their time”, too, but I’ll leave it alone. And I have an Nvidia card, because I like most of my games to work without extra problems. I’m running with the “I have a PC that can still run some games on maximum settings, but the ones making a big deal about their graphics are problematic” crew, along with the “my computer mysteriously runs this game fine and I sort of feel like it shouldn’t” gang.
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The small percentage of users that purchased the game on these platforms might be part of the reason Konami feels comfortable ending support for both.Kept you waiting, huh? Hello there, I’m the other one the one who’s played this series before.
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However, the game also released at the end of the lifespan of the PS3 and Xbox 360, and the majority of sales were made on other platforms, according to reporting from Destructoid. Despite the public fallout, Metal Gear Solid V still received significant critical acclaim, selling millions of copies worldwide.

The game marks the end of Hideo Kojima's association with the franchise, following a dispute with Konami.

Metal Gear Solid V: The Phantom Pain represents a bittersweet entry for fans of the series. Sony was originally planning to close the PlayStation Store on PS3 earlier this year, but plans changed following significant pushback from fans. Over the last few years, there has been a lot of focus on the realities of digital preservation and the hurdles that are accompanied by it. Konami did not provide a reason for the move, but continuing to support Metal Gear Solid V on older platforms is probably more trouble than it's worth, at this point.
