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Ray-tracing was “bolted on,” and while the effect was convincing, there were major limitations. The original game featured single-bounce ray-traced global illumination in exteriors, but also a standard rasterized lighting path.
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No one new if the PS5 and Xbox Series X would get hardware ray-tracing like NVIDIA’s top-end cards. 2019’s Metro Exodus launched before the announcement of the next-gen consoles. The biggest change Metro Exodus: Enhanced Edition brings about is in terms of ray-traced lighting. Is the enhanced edition more than a simple remaster? What does it bring to the table in terms of visuals? Is this a showcase of potential ninth-gen graphics? Yes, a lot. And that’s exactly what empowered 4A Games to deliver Metro Exodus: Enhanced Edition. The PS5 and Xbox Series X aren’t quite in the same ballpark – but they’re close. On top of that they had the ray-tracing chops to deploy top-end effects, backed up by AI image upscaling that delivered better-than-native image quality. And DLSS 1.0 – the AI upscaling technique NVIDIA outed to offset the performance impact of RTX, was laughable, with worse image quality than simple resolution scaling.Īmpere, and the arrival of the GeForce RTX 3080, alongside AMD’s competition in the form of the RX 6800 XT, reset expectations: here were cards with enough raw graphics horsepower to enable 4K/60 raster experience. Apart from Quake II – a vintage 1997 shooter – Battlefield V was the only AAA game on sight with RTX effects enabled. The “new” cards like the GeForce RTX 2080 offered minimal performance gains over their Pascal predecessors. When NVIDIA launched its Turing cards in 2019, and renamed their top-end GPU nomenclature – RTX instead of GTX cards – there was ample room for skepticism. Ray-tracing front and center: a true next-gen showcase It’s in this context that 4A Games released Metro Exodus: Enhanced Edition.
![metro last light benchmark metro last light benchmark](https://www.nvidia.com/content/dam/en-zz/Solutions/geforce/news/metro-exodus-pc-enhanced-edition-ray-tracing-dlss/metro-exodus-pc-enhanced-edition-geforce-rtx-2560x1440-nvidia-dlss-2-0-performance.png)
Better still, Sony and Microsoft impressed by announcing ninth-gen console specs that were a genuine leap over their predecessors.
Metro last light benchmark Pc#
But over the past two years, ray-tracing hardware and top-end PC components have become significantly more capable. Metro Exodus on PC delivered a taste of that vision, with a single-bounce RTGI implementation, and lifelike materials. But in 2019, with the 9th generation consoles just months away, and with NVIDIA having announced its ray-tracing enabled RTX cards, people were excited to see what the future actually looked like. The logic made sense – developers had to compromise their graphics vision to accommodate hardware that would’ve been described as midrange even before the consoles themselves came out. “Downgrading” was something of recurrent theme in criticism of eighth-gen visuals, all the way up to Cyberpunk 2077 – which looks like a PlayStation 1 game on base platforms while assets stream in. A year later, when it released on the eighth-gen consoles, Watch Dogs was roundly criticizing for what fans thought were “downgraded” graphics. Back in 2012, Ubisoft’s Watch Dogs tech demo showcased a game with mind blowing visuals, with reflections and real-time shadows, in particular, a leap above anything we’d seen in seventh-gen titles. While the PlayStation 5 and Xbox One promised impressive “next-gen” rendering technologies like physically-based material and global illumination, the midrange graphics hardware powering both these consoles – equivalent to an HD 7870 and HD 7790 respectively – soon turned something of a hard wall for AAA developers.
![metro last light benchmark metro last light benchmark](https://i.imgur.com/a5yzwLe.jpg)
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In terms of visual features, both Metro games held their own to the extent that, in 2014, 4A Games bundled the two and released them with just a bit of spit and polish as Metro Redux on the PS4 and Xbox One.įast forward five years, and in-game visuals have somewhat stagnated. Back in the pre-GPU-shortage days, when $900 was an unheard-of ask for graphics grunt, Metro Last Light proved its mettle, with an enhanced visual set and more open environments. In 2013, months before the eighth-generation consoles came out, 4A Games launched Metro: Last Light, a game that demanded a GeForce GTX Titan as its recommended GPU. Even in 2021, Metro 2033 cranked up to its highest settings holds up surprisingly well, barring the occasional low-res texture. Its extensive use of DirectX 11 features like hardware tessellation gave these parts a thorough workout, and made 60 FPS gaming a distant dream for next-gen hardware.
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By leveraging the full power of high-end PC hardware, 4A Games has created experienced that hold up, years later.īack in 2010, Metro 2033 at its highest settings barely ran on flagship graphics cards like the GeForce GTX 480. Over the past 10 years, 4A Games has been one of the few AAA studios consistently focused on building a top-tier visual experience on PC.