Hi all! The updated version is coming out today Metro Exodus for new generation consoles. Digital Foundry already "said their word", but, unfortunately, only about Xbox se s/x – Soon there will be about PS5. Well, I won’t dive – pleasant reading!
This blog is a translation, not personal opinion. Links to the original article of the author (Alex Battaglia) and video materials DF will be at the end of the blog.
We carefully examined Metro Exodus Enhanced Edition and remained sincerely impressed by the phenomenal realization. Perhaps there is nothing to be surprised: a new version 4a Engine Designed just with an emphasis on hardware acceleration RT. However, we have been tormented for a long time: will it be possible to transfer this experience to a new generation of consoles? Will there be enough "horsepower" to pull everything in 60 frames? We had the opportunity to test the game on Xbox Se X And Se s – The results are just excellent.
We think that to conduct comparisons with versions for the past generation is quite reasonable, and looking at Xbox One X, the best representative, we see how the game has changed. Yes, you get doubled fps (The past generation – 30 frames), but makes the difference precisely the transition to RT. Yes, lighting in old versions looks good, but reiterating raises immersion to a new level. The developers replaced all light sources with RT alternatives – Even those that were arranged for artistic purposes.
Left-right: Xbox One X, Xbox Se S, Xbox Se X, PC: performance/ extreme setting, PC: Picture quality/ extreme setting
Left-right: Xbox One X, Xbox Se S, Xbox Se X, PC: performance/ extreme setting, PC: Picture quality/ extreme setting
Left-right: Xbox One X, Xbox Se S, Xbox Se X, PC: performance/ extreme setting, PC: Picture quality/ extreme setting
Left-right: Xbox One X, Xbox Se S, Xbox Se X, PC: performance/ extreme setting, PC: Picture quality/ extreme setting
Left-right: Xbox One X, Xbox Se S, Xbox Se X, PC: performance/ extreme setting, PC: Picture quality/ extreme setting
Sunny and moonlight or any other objects that can produce it are transferred to new technology. Reflection now occurs with greater accuracy. The original version of Metro (PC) could interact with only one light rebound – in Enhanced Edition Even on consoles there are many. SSAO becomes useless – this confirms the effectiveness of use RT: self -maintenance now occurs according to the global light algorithm. By the way, this is easier to show what to tell, so watch the video left below.
On the left and right: Xbox One X, Xbox Se S, Xbox Se X, PC: Picture quality/ Extreme settings
On the left and right: Xbox One X, Xbox Se S, Xbox Se X, PC: Picture quality/ Extreme settings
On the left and right: Xbox One X, Xbox Se S, Xbox Se X, PC: Picture quality/ Extreme settings
On the left and right: Xbox One X, Xbox Se S, Xbox Se X, PC: Picture quality/ Extreme settings
Reitreizing is also involved in working with reflections, but this is not a novelty: in Ratchet and Clank on PS5 The same thing Metro Exodus Enhanced Edition on PC the same.
SSR – Screen-Space Reflections They are used as a basis. The algorithm of work is very simple: reward scenes and maps are used, which are placed on surfaces capable of reflecting. The main problem is, SSR cannot reflect what is not on the screen or what is not shown. In order to maintain the effect, static samples – cubmaps with approximate values are baked in these places. Everything works with varying success. Further there are differences: on PC Everything is complemented by reiteraining – very expensive, but for sure, and on consoles – global lighting.
The version for personal, of course, raises the bar, but https://greenplaycasino.co.uk/ the console looks more natural against the background of pastegen.
In total, when comparing new and old versions, visual improvements play an important role. Realism at a different level, and all thanks to lighting. It makes the appearance of the game truly non. However, the further comparison between the PC and the consoles lies in the plane of hardware technologies: AMD RDNA 2 And GeForce RTX. The latter is more productive in RT thanks to DLSS. The most optimal preset on a PC is’Normal‘: thinks RT effects Only a quarter of their resolution.
As for the rest of the settings: there are no tesselia on the consoles, and the technology Vrs It works in a maximum of 4x mode, and RT-reference look similar ‘Off‘on PC. In other positions 4a They made a choice between medium, high and ultra – a kind of hodgepodge turned out.
Left-right: Xbox Se S, Xbox Se X, PC: Picture quality/ extreme settings
Left-right: Xbox Se S, Xbox Se X, PC: Picture quality/ extreme settings
Left-right: Xbox Se S, Xbox Se X, PC: Picture quality/ extreme settings
The game has a dynamic resolution support, which on Xbox Se X can move from 1080 rub And Theoretical 2160 rub, Although the maximum that I saw – 1728 rub. It changes often. We have not yet seen how it copes with this PS5 (soon), but we assume that both consoles of approximately the same power – which can not be said about Xbox se s. Many developers, including heavyweights as ID Software, "shy away" from use RT on The youngest console Microsoft, But this does not concern 4a, who have been built on it for the whole technology.
Landmark is still – 60 FPS, but the resolution is rapidly falling when artifacts and granularity appear due to RT lights. 1080 rub – targeted, but since other versions, the resolution is dynamic due to priority for the frequency of personnel;Most often, the picture renders in 864 rub – sometimes lower, depending on what is happening on the screen. In particularly "heavy" moments falls before 512 rub, and for a rather long time. Example: Taiga level. Image quality worsens significantly. Where it works Vrs, Blocking on low permits is very noticeable: partly due to poor implementation.
The most noticeable difference from Xbox Se X is the range of grass and stones. Everything is significantly lower: objects appear literally out of nowhere. Thus, c versions of Se S There are much more obvious compromises, but they unload GPU, So, they make sense. Still, the goal – 60 FPS With global RT light. In truth, I think she is still attractive (version), but in her own way. Probably the regime in 30 frames would be preferred, but the cut frequency could affect the work and processing of data from the global lighting system.
On the left-right: Xbox Se S, Xbox Se X, PC: performance/ extreme settings, PC: Picture quality/ extreme settings
On the left-right: Xbox Se S, Xbox Se X, PC: performance/ extreme settings, PC: Picture quality/ extreme settings
On the left-right: Xbox Se S, Xbox Se X, PC: performance/ extreme settings, PC: Picture quality/ extreme settings
On the left-right: Xbox Se S, Xbox Se X, PC: performance/ extreme settings, PC: Picture quality/ extreme settings
The only question remains: and the same 60 FPS of such a gambit from 4a? The answer is more “yes” than “no”, albeit with a reservation: there is a too large bet on dynamic resolution, but due to different game situations it falls before 1080 rub And 512 rub For Se X And Se s. However, even this is not enough – the performance suffers. Fortunately, this is rare – during my game there were very few cases. Most of the time stable 60 FPS, Although sometimes there are still staters (with a large number of opponents). I am not sure that it is the cause, but this mainly happened during shooting at the lowest permission indicators.
Ultimately, Metro Exodus Enhanced Edition is a success, especially on consoles. In addition, it is also The first AAA game, which is completely based on RT. The new version looks much better: the framework is doubled, and even with noticeable optimization and “scraps”, the game is still shining thanks to delightful lighting. If you told me two years ago that we will see a console game in 60 FPS and with technology built on the basis RT, I would not believe. 4a We did an outstanding job and I strongly recommend that you yourself make sure of this. Soon we will return with the material about PlayStation 5.
Thank you for your attention! Sent by an imminent meeting!
The best comments
Here the rays did not fall, for which it is necessary to reduce the resolution to 512r. As an addition for which it is not necessary to sacrifice resolution or FPS – yes. But they do not make a wow-picture, for which you can endure 512r. Could be made on S without rays at all, it would be wiser.
And the fact that the rays highlight the areas with darkness in screenshots – this is the scorching of the atmospheres conceived in these places and the gamemeraduers, unless there is no? Apparently when all the lighting in the games created will move to RTX, the developer for pumping darkness will have to either reduce the number of bulbs in rooms without windows, or reduce the size of the windows so that less light gets inside. And it even sounds cool.
I hope some RTX 4080 will already allow you not to sacrifice for the sake of rays with a frequency of personnel or resolution.
Here the rays did not fall, for which it is necessary to reduce the resolution to 512r.
Agree. I still want to play honest 4K, and in the case of S-1080p. Perhaps when AMD will bring my analogue DLSS everything will be better.
Could be made on S without rays at all, it would be wiser.
Then they would lose part of the market.
And the fact that the rays highlight the areas with darkness in screenshots – this is the scorching of the atmospheres conceived in these places and the gamemeraduers, unless there is no?
I completely agree. I think, ultimately, the outfits will come to a compromise to use where the RT is needed, and somewhere-manually.
I hope some RTX 4080 will already allow you not to sacrifice for the sake of rays with a frequency of personnel or resolution.
Well, yes, the technology will die as it was with Physx at one time, although it was even more promising: the implementation of particles in the same Batman is not much worse than in modern games, and it was not very expensive to pay for it.
Global lighting is fully implemented, but with a lower resolution.
Xbox Se X uses the "hodgepodge" from the ultra, high, medium and even extreme settings.
Xbox Se S donates a drawing range.
The image quality at the lowest resolution looks quite normal on the Xbox Se X, but quite bad on the SE S.
In general, real indicators correspond to the declared: Xbox se X – 4k, se s – 1080r.