So the question is to what extent the game fails to hit its budget. On PlayStation 4 running Last Light, we see a solid 60fps from start to finish (screen-tear is only evident on FMV cinematics, curiously enough). Across 26,000 sample frames, each is entirely unique. For our Metro 2033 Xbox One captures, just two frames are dropped - one accompanied by a fleeting screen-tear cascade, again proving that adaptive v-sync is in place. What this means is that the Metro Redux offers up a consistency in visual and controller feedback that is transformative in nature, significantly improving the feel of the interface between player and game. In a first-person shooter, that kind of improvement is priceless.
Additional analysis:
We'll cover like-for-like performance on Xbox One and PlayStation 4 in a forthcoming pre-launch update, but we're going into that testing with the expectation of very close results. Differences kick in at the resolution level: PS4 hits its 60fps target at full 1080p, while Xbox One currently stands at a curious 912p native resolution - that would be something in the region of 1620x912 (assuming square pixels). The original plan for Xbox One was to ship at 900p, but the June XDK update (returning the Kinect GPU resources to developers) has allowed for a tiny resolution boost - our guess here is that 4A opted to bank the additional resource to help lock down that all-important frame-rate rather than really push the pixel-count. If so, that's the right trade.
As it happens, there's not much in the way of difference between Xbox One and PS4 - high contrast areas that would expose jaggies are few and far between (both Metro titles are mostly played out in very dark environments) and the Redux's post-process anti-aliasing does a good job in smoothing out edges. The biggest difference comes from the level of 'shimmer' generated by post-processed smoothed-off geometry - this is marginally more noticeable on Xbox One.
In summary, Metro Redux works for us. What's clear is that this is no smash and grab raid on the fans - 4A has put in the work to bring 2033 up to standards with it successor, with both games significantly improved with the move to higher resolutions and that locked 60fps. These aren't state-of-the-art shooters - they are still the games of their time - but they do a good job of respecting both the original releases and the new hardware they're running on.
And of course, this is far from the end of the story - Metro Redux is coming to PC too, where the idea of providing a truly improved experience over the original releases is much more challenging than a last-gen vs current-gen comparison. We'll be looking at that soon.