The PC version of Metro Exodus is a true game changer for graphics technology – a vision of how developers can take real-time rendering to the next level. In a sense, it's the Crysis moment of this generation – the current state of the art is pushed to its limits and we see an aggressive urge to give a taste of the next generation of graphics.
We expected such a thing just because of the descent of the developer and his technology. Metro and the 4A engine give many PC enthusiasts great respect for technological advances. Metro 2033 on the PC punished the most powerful devices and generally looked like a generation apart from the console version on Xbox 360 ̵
This tradition continues with Metro Exodus in a way that makes me especially happy. In the PC version of Metro Exodus, the cake is considered the thing that I should beat in the future. The 4A engine has undergone a number of improvements, and Metro Exodus offers the full range of graphics and polish I like from ego games. And Metro makes the ego personality so good, starting with the most essential elements – looking at a character. Metro gives you the feeling that you are Artyom in various ways, many of which are due to the existing graphical techniques.
Just take it as you walk around, as Artyom touches and interacts with the world and its equipment. He pulled out his backpack, squeezed levers and lights, and climbed over things. Is your gas mask dirty? Wipe it away. Do you need to know the time? Check your watch. So many actions in Metro Exodus show direct smooth camera translations and active movements through Artyom's body and hands without telegraphy. They are more realistic embedded in the world than most FPS titles: Artyom has real presence, physically connecting with the environment. Firing, reloading or exchanging a weapon? Not only hand models and animations are on site, but also the entire character model of Artyom lives in the environment – this is shown by a faultless accurate shadow rendering.
In motion, you have something else: In a row, motion blur per object is first rendered to the first person Assets that give them an ultra-sharp, snappy feel. It's just satisfying to see guns rock and jump back and knowingly tinker with Artyom by knocking into a fresh magazine, feeding air, tearing off mutated legs, and throwing them into the water. This game has everything. That everything ties together with the beating bark of the weapons and how they enliven and influence the environment – I had no idea that weapons in this game need care and maintenance for dirt and grime. In Metro Exodus – the passage of mud and dust gradually builds up over time in your kit, especially affecting the reliability of the weapon.
Of course, all these beautiful guns, hand animations and general acts of violence are among the enemies and environments were not up to date, but apart from a few flaws, everything is spectacularly good. As a FPS, the bestiary is incredibly important – luckily, the Metro series has never really had a problem here – with uniquely detailed monsters and armor designs that play an important role at the time.
This time around, however, on closer inspection, they show a more detailed detail image, with almost every monster and animal showing detailed muscles, sinewy appendages, and a fine layer of moving fur that is unique to integrating the PC version. HairWorks Library , Even character clothing, dogs and the like are equipped with HairWorks splines – not in a density that will necessarily make the PC explode, but dense enough to be convincing.
Character clothing, helmets, weapons, and anything that generally stands for characters The area in which I think this game is one of the biggest advances is its predecessor. Armor looked pretty good in previous games, but the faces and clothing of the characters were missing in the end. Metro Exodus seems to have done direct scans with performance capture, with Anna and Miller being particularly impressed. There are many small details about the characters that really bring them to life, such as Miller's artificial appendages with a visibly functioning gyro mechanism.
Metro Exodus environments, however, are particularly exciting – especially when viewed through the lens of Nvidia's RTX hardware. In general, however, we look at fantastic materials and lighting on the PC – with dense vegetation, shallow water surfaces and a splash splatter shader, complete with SSR. Everything looks like it was through the atomic hell and back. A special highlight is that 4A uses a material blending shader to provide objects with dust, sand, snow, mud or even dusts.
As with previous games, tessellation is often used to round off bricks and add extra height to many surfaces. One of the negatives that caught my eye occasionally was textures with surprisingly low resolution that almost looked like they were never loaded properly. The move to more open levels with the greater asset diversity in production, streaming, and texture cache requirements may have required some cuts, but it sometimes looks odd.
In addition to this nitpick, there are a variety of flourishes that the series is known for, such as the hazy particle effects that lazily cling to the air – this time with a new particle-light and shading system similar to games like this Star Citizen , Doom 2016 or Alien Isolation, where each light can color, shade or cast shadows, making them feel part of the environment. And as the veteran series should expect, the game also uses the acceleration of particle effects that are available exclusively for PC via PhysX. Here your jumps are shot against spray mist in the form of shrapnel or smoke in and around buildings in the area.
These particle effects fit seamlessly into the presumably omnipresent frusto-conical volumetric nebula found in almost every scene of the game, flowing outdoors in valleys or in the damp and dirty Moscow metro. The density of this nebula is artistically ordered by volume and mapped according to the time of day and the weather conditions. The game can also produce more fog for rain and snow, combined with screen surface and particle effects for sandstorms that make it amazing. The only thing that's really missing from this world-sham that we've seen elsewhere are the big, flaky, volumetric skies you know from Horizon and Assassin's Creed Odyssey. Metro Exodus uses an old, but visually competent, rotating sky box ball. Dynamic time of day is crucial to the design and look of the game: each mission you accept will most likely look a bit different than another person's due to weather conditions and time of day.
All this brings us to the subject of raytracing, where I recommend watching the video at the top of this page to see how the game really changes. Metro Exodus uses DXR's DirectX 12 extension to accelerate some form of indirect lighting, ie global lighting, using ray tracing. Global lighting is essentially the place where every point in the game world can reflect light and become a source of light. In the case of Metro, this means a single diffuse global illumination from the sun. Therefore, every area in the overworld that hits the sun or is not hit is affected. Wrong light and shadow have disappeared, everything seems to be correct but in conjunction with the artistry in optics and technology Ray Tracing simply offers spectacular moments of the "next level".
Not all are inaccurate, sometimes unsightly compromises made for performance and scalability, since the sun-tracked ray GI provides a holistic solution, instead of "fake" effects such Ray Tracing in Metro Exodus effectively simulates light, rather than trying to imitate how it behaves. This extends to just about every scene in the game that has an indirect interaction with the sun or the sky. Adding indirect shadows and lighting everywhere and repainting the scene based on local and global conditions is the real time. A comparison of traditional halftoned lighting and ray tracing side by side shows a generation jump that reminds me of playing before and after shadow cards, or turning shadows on and off in Doom 3.
What Metro Exodus i is A PC version that is very different from the console consoles, both in terms of performance and visuals. However, this does not mean that the speakers from Sony and Microsoft do not offer a decent experience – but the quality varies depending on the capabilities of the hardware. Xbox One X is the best crop choice that delivers native 4K visualizations and is broadly a similar PC version with high settings, with HairWorks, PhysX, DXR and Tessellation disabled. PlayStation 4 Pro is visually similar, but the resolution drops to 1440p and suffers from lower frame rates in stress scenes. Both versions are limited to 30 frames per second and show a screen break if they do not meet their performance goals – which PS4 Pro does more often.
4A has made some interesting technical decisions regarding the base consoles and seems to be tied to the 1080p resolution of PlayStation 4, with some big performance issues in some areas, coupled with intrusive screen cracking. For the base Xbox One, however, the frame rate is much more consistent. In fact, this is the most fluent player of all four console versions. 4A uses several techniques to bring performance closer here, including the scaling of dynamic resolution along with lower resolution alpha buffers. The approach pays off clearly, and I'm wondering what to make of it by offering these features as selectable options on the other platforms. Other Differences in LODs,
On the PC side, of course, performance depends on your hardware, which costs us the expense of ray tracing. At Gamescom, a top-of-the-range RTX 2080 Ti had difficulty holding 1080p60, which is obviously worrying. However, 4A has massively redesigned its RT techniques, which means the 2080 Ti can now deliver 1440p at 60 frames per second with some tweaks. 4K60, on the other hand, is possible with Nvidia's Deep Learning Super Sampling Technology (DLSS). Unfortunately, this is the weakest DLSS implementation we've seen – it actually looks fuzzier (though more stable in time) than native 1440p. It is the area of the RTX feature that we hope will greatly improve on the PC side.
But Metro Exodus is a really exciting title and a remarkable technological statement. Everything you need from the game is available on the consoles and still looks great, especially on the Xbox One X. However, if you need 60 fps performance, significantly improved graphics, and the best implementation of real-time raytracing, we've seen so far The PC version running on an RTX card is truly a phenomenal, visually stunning performance.