

#Pixel 3 metro exodus background full
So you take a pixel and bounce a ray off it, and the ray tracing architecture allows us to accelerate the way we search the full scene. Let's physically model it the way it does it in nature.' But from now we can say, 'Actually, let's simplify everything, let's turn off all of our light probes, all of our interlaced lights, let's get rid of all of that, and let's just have a single light and do that light properly. It's still there and we still have access to it – the engine can still use those things. What allows us to do is push all that into the background. They're disparate elements that come together at the end, but you have to build them up in slices across the frame.

The various techniques that we've built up over the years as standard like global illumination approach the way light works realistically, but they only tackle like a single part of it. Everything is about using new techniques to approach tiny little aspects of lighting. It's the same story from the history of games development. RPS: What have Nvidia's RTX cards enabled you to do with Metro Exodus that you couldn't do before?Īrchard: This is a brand new suite of hardware. We talked about everything from 4A's RTX performance targets to how it could potentially change the course of game development as we know it. There's a lot more I can't tell you about just yet, but one man who can is 4A Games' rendering programmer Ben Archard, who I sat down with earlier this week to chat about all things RTX in upcoming post-apocalyptic, train adventure Metro Exodus. While their jump in raw performance is still a little vague, at least in terms of RTX 2080 vs GTX 1080 speeds, the new techie bits they're ushering in such as Nvidia's fancy ray tracing light gubbins (which makes shadows and reflections look extra pretty and realistic) and their clever, speed-boosting deep learning super sampling (which uses AI to produce equally sharp, smooth edges as traditional anti-aliasing tech) are really quite impressive. I would like to mention "certain" but it just would not be precise, because those were furniture, rocks, walls, rubble which is supposed to obscure path, NPCs (annoyingly near enemies especialy) doors, and even enemies are crossing DAMN locked doors! -It is like "What the.The new RTX graphics cards have been the talk of this year's Gamescom for hardware nuts, and with good reason.

and dont even make me to start about "magicaly" walking throught objects. When I decidet to play it here on Stream, even with RTX settings included it just looks like s]-[l°t some textures are JUST poor, others are delivered in terrible slow manner, there is like TON of intersectioning ones which popup only in right angle - especialy "photos inside of lockers" (it is kinda habbit for these) and constantly popping up and out signs on the walls almost like in touching distance. Even when I after a while bought it on DVDs side by side with "Redux" it still looks and plays gorgeous-ly! When I did play the game, like few days after it has been released (yap I just pirated it those days xD) and even if I could not play it on maxedout graphics it did look like. I just dont understand what and why they did to the game. I'm nearly done w the game and have enjoyed and fully immersed and RP'd the F((((( out of it thus far.īut in a discussion on it's textures and or mesh issues it is a bit strange when I have barely escaped from combating horrible creatures in a beautifully realized wasteland, only to recover for a brief respite in a place whose rusty shipping container exteriors have 2k ish ideas, and then some of the interior parts, maybe parts your're not supposed to see but they look worse than 2033.Īnd by far and wide this has nothing to do with the quality of the game, just some tiny confusion about things. Ran it all the way up and down, no improvement.Įither it's seriously flagging on major textures or its poorly optimized. But LOD on most common textures has no bearing on which setting. Local and distant stuff, reflections/refraction, light, water, shadow drop and adjusting sourcing. Ex definitely looks MUCH nicer with it's huge scope.

I run it on Ultra, and don't see any reason that we should be seeing sub 1k textures on things, was just replaying Last Light redux and felt like it looked better in close up texture. I7-7700k Kaby Lake 4.2GHz OC'd to 4.5 via BIOS slogging and unparking
