Metal Gear Rising: Revengeance – System Requirements & Release Date Revealed

Metal Gear Rising v2

And the official specs – as well as the release date – for Metal Gear Rising: Revengeance have been unveiled. Metal Gear Rising: Revengeance is coming to the PC on January 9th, and you can view below its PC system requirements. This new PC version includes all three DLC missions: Blade Wolf, Jetstream, and VR Missions, in addition to all customized body upgrades for Raiden, including: White Armor, Inferno Armor, Commando Armor, Raiden’s MGS4 body, and the ever-popular Cyborg Ninja.

Those interested can pre-order MGR: Revengeance from Amazon.

Here are also the key features for the PC version of MGR: Revengeance:

“CUTSCENES” added to the Main Menu. Play any and all cutscenes.

“CODECS” added to the Main Menu. Play all and any codec conversation scenes.

Added to the CHAPTER Menu the Boss Stage, enabling to play only the Boss battles.

“GRAPHIC OPTIONS” added to the OPTIONS Menu. Modify resolution, anti-aliasing, etc.
There is an option reading “ZANGEKI” that will modify the amount of cuts you can make.

Metal Gear Rising: Revengeance – System Requirements

Minimum:
OS: XP or Vista or 7 or 8
Processor: Intel Core i5 2400
Memory: 2 GB RAM
Graphics: Nvidia Geforce GTS 450
DirectX: Version 9.0c
Hard Drive: 25 GB available space
Sound Card: DirectX compatible sound card

Recommended:
OS: XP or Vista or 7 or 8
Processor: Intel Core i7 3770
Memory: 4 GB RAM
Graphics: Nvidia Geforce GTX 650
DirectX: Version 9.0c
Hard Drive: 25 GB available space
Sound Card: DirectX compatible sound card

  • Neo

    any day, it’s 9 jan man !

    • Jason Walrus

      When he said “any day” I was expecting it to come to Steam in 7 days maximum. January 9th? That’s “any week” not “any day”.

      • Neo

        same for me 🙁

  • Dakan45

    Makes pefect sense apart from 25gb space.

    • HelterSkelter

      Sarcasm?

      • Dakan45

        What for?

        The requirments are pretty good.

        • HelterSkelter

          The requirements are fine yes but an i5 quad as a minimum is weird for this kind of port.

          • Dakan45

            I agree on that one, i am more of a amd guy so i forgot how powerfull intel quad cores are.

          • HelterSkelter

            Ya everything else is fine. That 25gb requirement is also strange. I was expecting it to be a 8-10 Gb game.

  • s_fnx

    No AMD specs?

    • Nines

      Platinum Games: “What? AMD? Never heard of it.”

  • kurayami

    tomorrow the game will be on steam for 19$ preorder

  • Nekrim

    25 Gb ey ? Better be high res textures in this port

    • randir14

      More likely it is bloated with low res pre-rendered cutscene videos

      • CoolingGibbon

        Cutscenes are considered “bloated” nowadays, and that too in a video game? I’m not sure you’re using the term in the right context.

        • randir14

          Bloated as in wasting disk space with low quality pre-rendered cutscenes when they could’ve made them in-engine. Lots of console ports are guilty of it. They look ok in the console versions since they run at low resolutions, but on PC at higher res they look ugly and out of place.

          • CoolingGibbon

            Might be, but I wouldn’t use the word “bloat” to describe it. Bloat is undesired, cutscenes are not.

          • Dudebro Zero

            You still don’t understand, do you? They can save all that disk space AND make the cutscenes look better if they let your computer run them in real-time! Instead they are BLOATING the game size with low quality video files. That are unnecessary. Is it sinking in yet?

          • CoolingGibbon

            That’s contradictory. If the cutscenes are low-res and already take up that amount of space, making then look better by rendering them in-engine at HD resolutions will take up much more space. You can apply third-party compression like BINK to pre-rendered videos to reduce size, you can’t do that for in-engine video. Does it sink in for you now?

            And of course, this is ALL speculation, is it not? All that talk about low-res this and that is without any credibility as of yet.

          • randir14

            Having the cutscenes play real time in-engine does not take up any more space than necessary. It simply loads the assets and scripts instead of using a pre-rendered video.

            If you want an example of a recent game that does this look at Assassin’s Creed 4. Every cutscene is real time.

          • CoolingGibbon

            “It would simply load the assets and scripts”

            And what do these assets and scripts take up? Space. For example, RAGE’s in-game textures took up 1TB of space when uncompressed, which is way more than any pre-rendered video could compensate for. In-engine merely means you’re using raw assets instead of video streams. And these raw assets can’t be created out of thin air.

            Now as per Steam, AC4 takes up 30 gigs, and that too running on a multiplatform engine. I’m pretty sure if one were to transfer AC4 assets over to the MGR engine, it would easily touch 35 gigs, because it’d have to do without the compression algorithms that would not work for consoles and the way they deal with texture compression. So while I’m not sure what exactly constitutes Rising’s 25 gigs, I doubt putting the cutscenes in-engine would achieve the desired reduction in space.

          • pixeldamage

            Don’t mean to stoke the fire but I’ve been working in the games industry for the past 5 years as a 3D artist so I hopefully can clear up some of the confusion. RAGE’s in game textures were needed whatever route they took for their cutscenes.

            When a custcene is “rendered” in-game it means nothing (or very little) extra needs to be loaded (it just reuses the existing assets during gameplay). So no, it’s not taking assets “from thin air” but it is not adding to file size because those assets are already in the game archive.

            For instance think of Raiden fighting with a Boss (during gameplay). The player lands the final blow and then the cutscene is triggered. At this point the developer either triggers a separate video (taking up its own extra/unique space) or if it’s still realtime (in-engine) then user control is removed. In the latter case the same character models/textures/environment assets as used in gameplay are used in the in-game cutscene.

            Eg. Raiden walks up to the dying Boss and has a conversation – both their character models and textures (as well as all the other assets – environment textures etc) are already in the game so there’s no extra memory footprint. Those assets are what you see when you’re not in a cut-scene. Therefore doing cutscenes in-engine saves on disk space because video is larger.

            A proviso though is sometimes realtime in-engine cutscenes swap in a few higher quality assets eg larger poly count, texture res, frambuffer, shader quality etc. This has extra memory footprint BUT a higher poly count Raiden could be used in many other cutscenes. A video can only be used as is (i.e once in one situation). Plus you can compress the shit out of videos but its much smaller to compress the shit out of a few extra high res textures and animations.

            Video has advantages over realtime/in-engine cutscenes. As video is basically a bunch of 2D images – you can apply all kinds of effects / compositing work. You can run the most complex physics/lighting simulations you like because if it takes ten days to render out each frame you’ll still have a video at the end you can play back at 24fps or whatever your target is. I’d imagine this freedom to do all kinds of visual FX/explosions etc really gave a visual quality that wasn’t possible realtime (on consoles). I wonder if the extra large filesize is higher quality pre-rendered videos. The PC version of Deus Ex HR had horrible cutscene vids that were much lower res and color mismatched so lets hope we get something better.

          • CoolingGibbon

            Thanks for your input, it really sorts a few things out from my end. However, if possible, I’d like to clarify some things just to be sure.

            If we use the same resolution (say 1080p) for both FMV and in-engine cutscenes, then obviously the in-engine would be a more efficient choice.

            However, if we use low-res FMV (say 720p) utilizing compression and without extra postFX, would it still use greater space than in-engine 1080p rendering? This is of course assuming separate assets like background, models, sounds etc. need to be created for the cutscene instead of using existing ones.

      • Nekrim

        I really hope not…It said in the news ““CUTSCENES” added to the Main Menu. Play any and all cutscenes.” So I assume they must be ingame cutscenes like for the Resident Evil games.

        • Kaidan

          One has nothing to do with the other. They can have both pre-rendered and in-game cutscenes and also have all of them in that “cutscenes” menu.

  • Those specs are grossly high for a last gen ported game that doesn’t graphically look that good. All I can say is it better look fantastic with those specs, HDD space and an i7 3.2Ghz recommended, seriously..

    • Nersdarsm

      I think they recommended an i7 and i5 as minimum as regards to single core ipc. This is just a guess that the game is poorly coded and requires lots of single core ipc. However it will certainly be a good thing if the game takes advantage of multi-core rendering. However seeing that its a jap dev, and that jav devs have had lousy pc ports apart from a very few, I think its okay to expect a broken game.

    • Dudebro Zero

      To be fair we don’t actually know how it looks. They can’t possibly be shipping the game with the same low-res shadows for instance.

  • randir14

    Hahaha, recommended 3770. Alrighty then.

    • Jay

      Just that part alone is almost the cost of an entire console.

    • Miroslav

      Haha realy -minimum i5 2400 🙂 , another concocted console port to fill the little empty console coffers.
      Ultra power procesor and low end GPU , iep lazy programmers , or just only one worked on port

  • Umair Khan

    Minimum requirement about having i5 worries me , hopefully it’ll be a good port .

    • Kaidan

      Let’s be naive and positive, and assume that i5 is required to handle millions of fractured objects. Then we can all get dissapointed together. It’ll be fun.

  • Amir

    i7 3770 ? no problem but what is the key difference between pc version and PS360 ? is it next-gen version ? is it have ultra high res textures and lots of next-gen(ish) effects ? or is it just another crappy port of a 10years old game in terms of graphics ? they recommended a pc that is 100x more powerful than 7th-gen consoles so is it 100x better or worst ?
    lol, i get my answer, it’s DX9, so horrible port it is. maybe “ZANGEKI” option allows you to cut everything in millions of pieces with unlimited life time and better physics

  • John

    i5 min and 35 gb? bs. its a terrible port and bloated with the same low quality cutscenes only upscaled to 720`p`ish this time. game was garbage on ps3 anyways. save your money. console game devs should stay keep sucking off playstation and microshaft. only you newfags show them support and they then think console ports and up t he ass dlc/no optimizations is okay. rot in hell.

  • HelterSkelter

    I wouldn’t worry too much about the requirements. It’s probably exaggerated. Also, the GPU requirements is understandable. It’s that CPU requirement that’s messed up.

  • Guest
  • Nines

    And by the way, check the screenshots from Amazon. Your eyes will be bleeding.

  • Ravi Pathak

    I’m looking forward for this game for a long time. I own a Core 2 Duo pc and happily gaming for past 4 years on low setting. but if i have upgrade my pc for it, i will.

  • HelterSkelter

    This is a very old trailer and you guys probably saw it already but I’m posting it anyway. It looks pretty cool.

    http://www.youtube.com/watch?v=Op8mjKZxccM

  • Radu Claudiu-nicolae

    so fake this requirements i have i3 and geforce 210 and works fine

    • san

      realy i have nvidia 210 and core 2duo can i run this game

      • Radu Claudiu-nicolae

        yes dude and works pretty decent on 1280-720 resolution all medium no anistropic filtering