That particular cloth animation mentioend above was canned - precomputed, and it's the same on both paltforms.
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However, 99% of the rest of softbodies/cloth materials in the game (banners for example) feature dynamic but very basic physx based interactions - again, on both platforms. The PC version, however adds enhanced Physx interactions to these materials (and to a lot of other stuff too) which, obviously, makes them look and react a lot more realistically and dynamically.
That's what the console version is missing. Well, that's ONE of the things missing form the console version, along with modern DX 11 lighting such subsurface scattering, a high quality SSAO, high quality materials interaction, hundreds of dynamic lights, high quality textures, volumetric lighting, fog, smoke and flames along with decent frame rates.
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Nvidia has a nice breakdown of the graphics:
http://www.geforce.com/whats-new/articles/metro-last-light-graphics-breakdown-and-performance-guide
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