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Performance Analysis: Metro Redux

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  • Performance Analysis: Metro Redux

    Last week we presented a first look at the forthcoming Metro Redux - remastered versions of the classic Metro 2033 and Metro Last Light coming soon to Xbox One, PlayStation 4 and PC. We compared the new editions to the original console versions, noting some remarkable differences - not least the impressive boosts to both physical and temporal resolution. Xbox One renders at 912p vs the PS4's 1080p, but it was the frame-rate lock to 60fps that really caught the eye.
    The Xbox One version of Metro 2033 dropped just two frames throughout our test duration, while PlayStation 4 proved flawless across the length of our Metro Last Light tests. However, questions remained unanswered from last week's article - could PS4 match Xbox One's excellent performance on Metro 2033 while retaining its resolution advantage? And perhaps more importantly, could the Xbox One handle the more technologically ambitious Metro Last Light with the same aplomb as the PlayStation 4 version?
    We went back to the Redux versions this week and captured several hours' worth of footage, producing new assets to match our existing work, and the results are all good. Our first port of call is Metro Last Light - the more modern of the two titles and thus the game more likely to challenge the Xbox One hardware. We see adaptive v-sync kick in twice during our test session, resulting in a minute amount of fleeting tearing at the very top of the screen - essentially invisible then, tucked into the overscan on most displays. To all intents and purposes, this is a locked 60 frames per second.
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