Digital Foundry - Metro Redux (Console Analysis)

This will be my last reply as I don't want to shit up the thread but I find your reply mostly nonsensical and defensive and need to express why.

Those are certainly matters of opinion. For an F1 driver, the difference between 75mph and 100mph isn't going to be the same thing as the difference it would feel for somebody who is used to driving down 35mph roads, for instance

This is a nonsensical spin on the analogy. The point of DF analysis with respect to resolution or frame rate or tearing comparison is which is better in direct comparison. Your example deliberately takes the wrong view and introduces context. There's no element of which is better for town driving vs motorway - the analogy comparison is simply which is faster and the DF comparison is which renders at higher resolution. The answer is empirical and not open to opinion. 100mph is faster than 75mph and 1080p is higher resolution than 912p. But if we look at it your way then the XB1 version is better for town dirving where your speed is limited and the PS4 version is better for the open road. Good to know.

And I see no reason why people shouldn't be allowed to discuss the comparison in terms of their subjective thoughts on the matter. That's what ultimately matters most in the end. That's what all this tech is actually there for in the end - to provide us visuals.

Of course they should be able to give their view but only on what matters to them - that's what I already pointed out. Saying 100mph isn't much faster than 75mph or 1080p isn't much higher resolution than 1080p in your opinion is frankly stupid and wrong. Saying I don't mind the difference or I don't notice it much or I prefer the controller on this console and don't mind a resolution difference is of course sensible and fine.

As I noted this is a common problem in DF threads or any technical threads - people confusing their opinion on what it means to them and applying it to the empirical data which again is just getting stupid and leads to thread shitting in the end.

I respect opinions but I also deny there relevance when applied directly to empirical matters - that's just being an average joe giving an uninfirmed vew which is frankly useless. I would fight to defend people's right to opinions but I wish they'd get better at understanding how to express and apply then particularly relative to empirical matters.

But that's just like my opinion man. Maybe the speed of light isn't that fast after all, only slightly quickly than my walking speed.

But just so we're clear, according to your logic, this also means that people shouldn't be allowed to say that the game looks great either, right? Cuz that's a subjective opinion on the matter and we cant have those...

Seems your understanding of my logic is pretty flawed so let me explain:

  • XB1 version is great - looks great, plays great and has no obvious or noticeable flaws in visuals and performance
  • PS4 version is great -looks great, plays great and has no obvious or noticeable flaws in visuals and performance
  • PS4 version is empirically superior in a number of factors (higher resolution, less tearing, less shimmering, improved asset detail) and is even better than the great XB1 version if you're directly comparing them (although thankfully not in a way that will matter to gameplay just IQ)

Easy huh? And after all it's DF idea of make these analysis VS analysis, which means how does each version rate respective to itself and then how do they rate respective to each other.

Now let's stick to what DF threads should be about, the actual facts of the analysis (is any one version horrible? are there tearing or frame rate issues, which has the advantage and where) and while of course opinions will be given let's hope more are relative and sensible to the data and less are "yeah but that's not really much of a difference IMO" when speaking about whichever version is weaker in some aspect as that doesn't add much at all and to be blunt is highly suspect as to motives.
 
Gone over this already.

Anyways, 'slight' or 'a bit' or whatever are subjective terms. You cannot objectively prove somebody wrong if they say they think the PS4 only looks 'slightly' better.

It's a treat reading your post. Sure the light bulb in my hallway is slightly better than a summer sunset. See, you're right.
 
None of the volumetric lighting at all? =(
That's a little disappointing, 2033 was chock full of them and it looked really stunning.

Yeah: :(
volumetricstvfk5.png

metro2033.exe_dx11_20goi8u.png
 
This is weird but, it sucks that I have this on PC. I want to play this on the PS4 just for better control support and trophies so I have to buy it for that. However I wish there was a way I could gift 2033 to someone. Can you do that on steam?
 
Lack of volumetric lighting sucks, but still an impressive achievement by 4A.


30fps option with volumetric?
 
We're mixing subjective appraisal with quantifiable metrics. It is a 33.5% (actually, 40%) better image as far as resolution goes.
This discussion started with a subjective comment. Then people came in to try and objectively prove him wrong, which just doesnt work.

And the subjective impact of a jump in resolution is not immaterial. It is actually the most important part of this.

Also, an 'x' percent increase in pixel count will never amount to a 1:1 improvement in subjective impact, and the higher we go in resolution, the smaller the impact becomes. This is true for all people. So anybody using this argument seriously is not being fair and I have to question the motivation for doing so.

It's a treat reading your post. Sure the light bulb in my hallway is slightly better than a summer sunset. See, you're right.
If you honestly felt that way, then there is no argument from me.
 

Would they not leave it in tact in the PC version?

Yah that's a pity. I hope it's still in the PC remaster. If not I'll probably just get these on PS4 as a different experience to what I've already played on PC. If they are in PC version then I'll probably double dip on PC/PS4.

everything in the bottom screen looks wayyyyyyy better.

Damn *smh*
To be fair, the bottom screen is a full res loss less capture with 4XMSAA and injected SMAA among some other things. The PS4 screen is from a crapy lossy video since I have no access to source material (DF really needs to start releasing more loss less material in terms of screens and videos. It really hurts their comparisons.).

Given how expensive the effect is even on PC, it is not surprising that it is not on console versions targeting 60fps. One can only hope that they did not gimp the PC version.
 
Given how expensive the effect is even on PC, it is not surprising that it is not on console versions targeting 60fps. One can only hope that they did not gimp the PC version.

There is not a single legitimate reason as to why they'd do that. Gimping on PC makes no sense regardless of the performance hit.
PC gaming is scalable for a reason.

I trust them to do the right thing. Their DX11 DOF was also immensely taxing but I hope it's still in 2033 Redux.
I want the original bells and whistles and the new ones in a single package.
 
I could wrong but I wouldn't judge the lack of volutremic light from a fast pace video on youtube.

It's pretty obviously not there given how in your face volumetric lighting is. There are many other moments in the video where I could show that they removed it.
Not that much of a graphics Queen but this looks harsh. I'm guessing this is a technique that consoles don't really have the power to push. Despite being quite disappointing, the core game itself is stable so I guess the give and take is manageable.

A number of games run volumetric lightihng on consoles (Ryse, KZSF), but they are no where near the quality of the PC implementation in Metro 2033, and they do not run at 60fps. It is really not that surprising, 60fps is probably much more worth it for posterity sakes.
 
Man, people here take that "slightly" comment way too seriously.

Game looks amazing on both consoles especially at 60fps. As expected 4A has done exceptional work, will be buying Day One.
 
Yah that's a pity. I hope it's still in the PC remaster. If not I'll probably just get these on PS4 as a different experience to what I've already played on PC. If they are in PC version then I'll probably double dip on PC/PS4.

Ask this again on the 19th, I will have an answer for you.
 
It's pretty obviously not there given how in your face volumetric lighting is. There are many other moments in the video where I could show that they removed it.
It's not that pretty obvious how you said from youtube, I seen the video, I have some difficult, personally.
 
At 60fps I won't notice the difference unless I pause the game and go up to my TV and nitpick the graphics.

:btw The PS4 shots look slightly better in still screens but when in motion it'll be unnoticeable.

The difference between scaled and native resolutions is only unnoticable if you are beyond 2 dioptrin and you don't wear glasses.
 
This discussion started with a subjective comment. Then people came in to try and objectively prove him wrong, which just doesnt work.

Yes, but this works both ways. His subjective comment doesn't change the fact that the image is 40% better by the objective metric being measured by, and so it's not unreasonable to say the image is '40% better'. To a certain extent it doesn't matter if we want to talk about measurable things whether someone thinks the perceptual improvement is '1:1' or not. At least, we cannot put someone's opinion or perception on the same level as measurable quantities.

Human perception in rendering and graphics is an interesting topic, but if we can't say one image is better than another by x% because, all else being equal, one has x% better resolution...well, what can we say? Protesting such a simple statement carries questions about motivation too IMO. It would diminish all discussion here into the realm of subjectivity, and make any or most measurement pointless.

But coming back to the topic of visual perception, you are right about resolution improvement carrying varying importance depending on your starting point and all that. But for many, any improvement that brings an image to 1:1 with a display's res will actually be 'perceptually superlinear'. I think it would wrong to suggest returns on increasing resolution are equally diminishing for everyone, at least.
 
There is not a single legitimate reason as to why they'd do that. Gimping on PC makes no sense regardless of the performance hit.
PC gaming is scalable for a reason.

I trust them to do the right thing. Their DX11 DOF was also immensely taxing but I hope it's still in 2033 Redux.
I want the original bells and whistles and the new ones in a single package.

I hope they at least optimized the effects for the PC version, they are unnecessarily taxing on modern hardware.
 
I hope they at least optimized the effects for the PC version, they are unnecessarily taxing on modern hardware.

I'd question the "unnecessarily" part. Diffusion Based DOF is legitimately expensive, same goes for full res volumetric lighting.
I don't want developpers on PC to be scared off by the fact that their game is demanding. Ultra settings exist for a reason. As long as very taxing effects are optional I don't see a reason to complain.
 
It's not that pretty obvious how you said from youtube, I seen the video, I have some difficult, personally.

It is obvious for everyone who knows how old 2033 looks on PC. And since they moved it over to their newer engine I bet the better lighting won't make it even to PC Redux. I'll be happy if I'm wrong, already preordered, but won't get my hopes up.

However I wish there was a way I could gift 2033 to someone. Can you do that on steam?

No.
 
Funny how no one is mentioned this comment yet
Raw mathematics would suggest that the increase in image quality on PS4 is pronounced, but in actual fact, both versions resolve detail extremely well - as the zoomer shots below demonstrate. A couple of image quality factors do separate the two games - outdoor foliage quality (it's cleaner and crisper on PS4) but more importantly temporal instability.
So foliage detail and temporal instability seem to be a bigger difference than the actual resolution.
 
I'd question the "unnecessarily" part. Diffusion Based DOF is legitimately expensive, same goes for full res volumetric lighting.
I don't want developpers on PC to be scared off by the fact that their game is demanding. Ultra settings exist for a reason. As long as very taxing effects are optional I don't see a reason to complain.

I ran the game in the lower to mid 40's maxed (0xAA) on a 570, I still can't hit 60fps consistently with a 780 OC'd to 780ti levels. I would expect to if the effects were optimized. Hopefully they work on this.
 
It's really disappointing that both console manufacturers seemed to have picked hardware that struggles with tesselation.

It makes such a difference in the PC version :
http://www.geforce.com/whats-new/guides/metro-last-light-graphics-breakdown-and-performance-guide#last-light-tessellation
http://international.download.nvidia.com/geforce-com/international/comparisons/metro-last-light/metro-last-light-object-tessellation-comparison-1.html
http://international.download.nvidia.com/geforce-com/international/comparisons/metro-last-light/metro-last-light-environmental-tessellation-comparison.html

metro-last-light-tessellated-monster.png


I ran the game in the lower to mid 40's maxed (0xAA) on a 570, I still can't hit 60fps consistently with a 780 OC'd to 780ti levels. I would expect to if the effects were optimized. Hopefully they work on this.
DDOF uses compute which isn't Kepler's strong suit so this is not surprising.
Improvements are sorely needed in that department, get to it Nvidia.
 
I ran the game in the lower to mid 40's maxed (0xAA) on a 570, I still can't hit 60fps consistently with a 780 OC'd to 780ti levels. I would expect to if the effects were optimized. Hopefully they work on this.

Question, are you running 4XMSAA with Advanced Depth of Field? @ what resolution?Then given what it is doing at both of those settings, it is not surprising that you cannot always hit 60.
 
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