2/20/2023 0 Comments Metro exodus ray tracingI'd entreat you to watch the video on this page to see the impact ray tracing makes to the quality of this game - it's a massive improvement, taking an already beautiful game to the next level. The reconstruction technique is superb, to the point where ultra is almost superfluous. In ultra mode, Metro Exodus shoots out one ray per pixel, while the high setting uses a checkerboard style effect on both rays and denoising, in combination with temporally gathered samples. The ray tracing quality setting? We reduced that from ultra to high, but surprisingly, the impact to visual fidelity amounts to a little flickering and not much else, while increasing performance by 31 per cent. ![]() The HairWorks effects on animals has to go, while advanced PhysX particles also add too much load to the GPU. Other console-like compromises are inevitable too. A video breakdown of our quest to lock to 60 frames per second on Metro Exodus on two key Nvidia products. Our only consolation? It's turned off on consoles too. Our quest for the mythical 4K60 will mean turning it off. But all things have a cost and our 60fps dreams require sacrifices. Turning it off has a pretty severe consequences for visual quality in Metro Exodus. Even hanging ivy leaves were designed with the use of this GPU effect in mind. It is used on Artyom's hands and his gear, on tiny little environmental props like door handles and keyholes, it is used to flesh out micro detail on ropes, and used to give proper sillouhettes to craggy rocks, broken tree stumps, and reinforced concrete. Metro is a game with so many tessellated objects to the point where I would wager that this is one of the most tessellated games to datem where it is often harder to find an object not affected by tessellation than one that is. Our quest for a locked 60fps with ray tracing shouldn't come at the expense of a brutally compromised experience elsewhere, and I found that the high preset maintains most of the game's beauty, while acting as a very close mirror to 4A's own choices for the Xbox One X version - a good place on which to base our testing.ĭropping quality presets also impacts the range at which you get tessellated objects, where extra geometry is dynamically generated on the fly, reducing visible polygonal edges and adding more details. Dropping down to medium settings kills off shadows on foliage, and other unpleasant effects start to kick in, such as a noticeable reduction on screen-space relections. ![]() Global presets consisting of low, medium, high, ultra and extreme settings are available - but we can take low off the table as it's not compatible with ray tracing.Įach preset tends to gradually diminish volumetric lighting quality, and shadow map cascade quality. But even if we are applying very coarse changes to the game here, settings tweaks are the place to start if we are going to try to achieve 60 frames per second locks. But one of the biggest challenges facing us is actually a lack of granularity in the settings. And yes, it may well involve some overclocking too. Suffice to say, this exercise is going to require some serious settings tweaking - similar to our prior tests with Battlefield 5 running on the RTX 2060. ![]() There was just one problem - Team Green's top-end GPU struggled to sustain 60 frames per second at 1080p resolution, and if the this card was struggling, how would the lower-end cards compare? Thankfully, the final game possessed a revelatory increase in performance, and the goalposts have shifted dramatically, to the point where we wondered: can the 2080 Ti lock to anything like 4K60? And just what kind of ray tracing experience can you get on the RTX 2060, Nvidia's least capable ray tracing model. Back at Gamescom 2018, the Digital Foundry team was hugely impressed by 4A Games' real-time global illumination technology, powered by the ray tracing hardware acceleration made possible by Nvidia's RTX 2080 Ti.
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