Metal Gear Solid: Ground Zeroes


At this point we know very well what the “demo-prologue” Ground Zeroes offers us , the main letter of introduction with which Kojima has presented his Fox Engineand what will be the technology that supports Metal Gear Solid V.

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This analysis will focus on the conversion of the game to compatible and how the engine responds in the most heterogeneous and versatile platform we have today. Metal Gear is a big saga in consoles but with little presence in computers more than its origins in MSX

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and some ports late and with little grace. The bet for Ground Zeroes and the future fifth part of the saga is to take advantage of the fact that for the first time we are working with an engine designed for multiplatform development, a good opportunity to extend the wings and try to reach as many machines as possible. possible.

The version comes under the Nvidia flag, therefore, it has the usual favorable treatment that the GPU creators dispense to its flaggers, with a driver specifically designed to make the game go as best as possible in a Geforce, with compatibility with SLI and other goodies, as well as a greater generalized performance on these cards (until AMD responds with a patch,


this duel between the two works like this). But beyond these extras, Ground Zeroes is presented as a powerful version that breaks the scheme of little attention to detail in the conversion to PC of many Japanese productions. The title comes with numerous graphical improvements and potential to take advantage of a wide range of computers with good performance,

Metal Gear Solid V: Ground Zeroes (PC) screenshot
Metal Gear Solid V: Ground Zeroes (PC) screenshotMetal Gear Solid V: Ground Zeroes (PC) screenshot

The list of improvements is remarkable. Some of the most obvious are the possibility of 60 FPS – with the option to set it to 30 FPS if your computer does not give so much and you do not like fluctuations – and a maximum resolution of 4K . On the other hand it is somewhat strange that the game is “caught” in the 60 FPS without the possibility of going further,


but it is not something that can be considered serious. The changes in the way in which the scenario is visualized are remarkable, especially in aspects such as lighting.


In the highest configuration modes we can see how there are more light sources than in consoles or in lower modes of graphic configuration, which in turn translates into more shadows and a more realistic scenario with greater contrast.

The minimum requirements go through a card compatible with DirectX 11, a minimum of 2 Gb of VRAM and a 64-bit operating system. 4Gb minimum RAM and a minimum CPU with Core i5-4460 (3.20GHz)that complete the set. To get it running at 60 FPS stable in Extra High at 4K you will need a team with SLI, but you do not need such an excess to


enjoy a game that looks really good in a wide range of configurations, with optimal performance and good framerate. Depending on our graphical configuration we can choose Anti Aliasing in the High mode of graphic configuration, and a


Depth of Field effect in the highest quality mode. There are some drastic differences according to our configuration, such as the effect of rain, which according to the mode will have a realistic effect of transparency in the drops or will be reflected in a coarser way. Some effects,


such as the Screen Space Ambient Occlusion (SSAO), that have an effect on the way in which ambient light affects objects on the screen