Digital Foundry - Metro Redux (Console Analysis)

If you want to lock 60 fps there are going to be downgrades, especially if you port from PC-oriented games.

Rock solid 30 with everything maxed in single player, 60 in multiplayer is my preference.

It really depends on the game, there are some games that absolutely need 60, some that don't. In this case I can understand their decision, especially at higher difficulty you need the faster response time.
 
Yeah: :(
volumetricstvfk5.png

metro2033.exe_dx11_20goi8u.png

Not sure I like this. Where's the lights?
 

Are you running advanced depth of field? If so, turn it off. That is an FPS killer, at rightfully so based upon how it works (how diffusion depth of field works).

4XMSAA + Advanced Depth of Field 52 fps
metro2033_2014_08_16_ibsyz.png


AAA + Advanced Depth of Field 64 fps
metro2033_2014_08_16_4hs7c.png


AAA + normal Depth of FIeld 81 fps
metro2033_2014_08_16_risir.png
 
why are we comparing cropped zoomed in youtube PS4 screens to full res PC screens?

Actually they aren't zoomed, just low quality and cropped (technically they are "downsampled" even).
The point is to show the lack of an effect, not say something about image quality.
 
Actually they aren't zoomed, just low quality and cropped (technically they are "downsampled" even).
The point is to show the lack of an effect, not say something about image quality.

ah okay that makes sense, still feel like people will just drive-by glance and just go "ew" though
 
why are we comparing cropped zoomed in youtube PS4 screens to full res PC screens?

Because it's enough to demonstrate that volumetric lighting has been severely toned down on PS4. I'm sure folks will put their own PC Redux vs PS4/XBO Redux comparisons in proper form.
 
It still amazes me how advanced the PC version of Metro was visually back in 2010, I played it in 3D a while back and it was bar none the most visually impressive game I've ever seen.
 
It still amazes me how advanced the PC version of Metro was visually back in 2010, I played it in 3D a while back and it was bar none the most visually impressive game I've ever seen.

Due to 3D not being all that relevant nowadays this is something that tends to be forgotten : 2033 is indeed incredible.
 
It still amazes me how advanced the PC version of Metro was visually back in 2010, I played it in 3D a while back and it was bar none the most visually impressive game I've ever seen.

3d in metro 2033 is absurdly good looking. My favorite part is the constant particulate matter in the air which is illuminated by light sources like your flash light, it gives you an amazing sense of depth.
From a youtube video? O_O

Unfortunately years of hunting down, reading about, and examing graphics techniques has afforded me this "ability." To the point where I wish I could wish it away when I see a misplaced jaggy, a z-fighting issue, or a low sampled effect. Believe me, it can be a curse.
 
They looks almost the same, can't wait for the PC analysis, i'm want to figure out if it's worth to replay them on PC as well
 
Are you running advanced depth of field? If so, turn it off. That is an FPS killer, at rightfully so based upon how it works (how diffusion depth of field works).

4XMSAA + Advanced Depth of Field 52 fps
metro2033_2014_08_16_ibsyz.png


AAA + Advanced Depth of Field 64 fps
metro2033_2014_08_16_4hs7c.png


AAA + normal Depth of FIeld 81 fps
metro2033_2014_08_16_risir.png



What's your PC configuration ? This might explain why I only got 50FPS on that scene with my R9 290 with AAA at 1080p.
 
3d in metro 2033 is absurdly good looking. My favorite part is the constant particulate matter in the air which is illuminated by light sources like your flash light, it gives you an amazing sense of depth.


Unfortunately years of hunting down, reading about, and examing graphics techniques has afforded me this "ability." To the point where I wish I could wish it away when I see a misplaced jaggy, a z-fighting issue, or a low sampled effect. Believe me, it can be a curse.
Volumetric light can be replaced with blooming light shaft. It's quite cheap & not that different at the eye perception.
 
Not surprising that they've removed the volumetric lights for the consoles, they still make my framerate dip considerably(looks so good though).
 
What's your PC configuration ? This might explain why I only got 50FPS on that scene with my R9 290 with AAA at 1080p.

GTX 570 Tri-SLI. Core i7 930 @ 4.2 Not exactly a brutal PC anymore, 1 290 should be comparable I imagine.

Just turn off advanced depth of field. Believe me, its performance is not always worth what it does (most of the time it just adds a dynamic near weapon / near FOV depth of field). It can look cool, but if it means the difference from 40- to 60 fps. Don't bother IMO.

Please point out the difference, what the hell am I look for?

dis:
metro2033.exe_dx11_20ilbw3.png


Volumetric light can be replaced with blooming light shaft. It's quite cheap & not that different at the eye perception.

Screen space light shafts (cerpuslcular rays as they are called) generally only work well for a single light source that is extremley far in the distance (like a sun). Putting it on local sources shows lots of errors and would cause the shadow shafts to point towards player orgin, and not from whence they originate and to where they should project to.
 
Wow, that PC -> console downgrade is harsh. Considering I can get light shafts on my PC right now at a decent framerate... Cancelling preorder.

Will wait to buy it cheap on console or eventually play it on PC.

Again, I can't break into the PC version as is, but this port seems less good now. I mean, Killzone Shadow Fall does god rays, raytracing... all these effects and more at 60Hz (albiet 1/2 of 1080p)...
 
Wow, that PC -> console downgrade is harsh. Considering I can get light shafts on my PC right now at a decent framerate... Cancelling preorder.

Will wait to buy it cheap on console or eventually play it on PC.

Again, I can't break into the PC version as is, but this port seems less good now. I mean, Killzone Shadow Fall does god rays, raytracing... all these effects and more at 60Hz (albiet 1/2 of 1080p)...

maybe don't judge it 100% off a youtube video
 
Wow, that PC -> console downgrade is harsh. Considering I can get light shafts on my PC right now at a decent framerate... Cancelling preorder.

Will wait to buy it cheap on console or eventually play it on PC.

Again, I can't break into the PC version as is, but this port seems less good now. I mean, Killzone Shadow Fall does god rays, raytracing... all these effects and more at 60Hz (albiet 1/2 of 1080p)...

The SSR in KZSF is not expensive (it is not raytracing), nor are the "god rays" in KZSF high res at all. They run at 1 quarter the screen resolution and have many artifacts.

The ones in metro render at whatever resolution you set the game to and have pretty much no artifacts (no banding, no upsampling errors, no temporal jittering).
 
As far as I understand this "lighting downgrade" was in place for Last Light, so they're just applying the LL engine to Metro 2033.
 
As far as I understand this "lighting downgrade" was in place for Last Light, so they're just applying the LL engine to Metro 2033.

Metro Last Light uses volumetric lighting, just much more sparsely (in Metro 2033 every scene had 1 or multiple, in Metro LL you have to search to find any at all). Also, the shading on the voluemtric fog (unlike 2033) is not very good and a lot of light sources have lower res shadows that lack the penumbra.
 
33.5% more pixels on screen is a useful metric when discussing relative power of the machines. But its a pretty useless metric when it comes to how different the images look, which is what that guy seemed to be talking about.

Edit: Beaten by Seanspeed

I'll take 1:1 pixles mapped 1080P any day. At least to me, the difference between 720/900/1080 are much more apparent than any of the FPS drops in TR or TLoU. But I'm also playing on a 70" calibrated display.
 
Wow, that PC -> console downgrade is harsh. Considering I can get light shafts on my PC right now at a decent framerate... Cancelling preorder.

Will wait to buy it cheap on console or eventually play it on PC.

Again, I can't break into the PC version as is, but this port seems less good now. I mean, Killzone Shadow Fall does god rays, raytracing... all these effects and more at 60Hz (albiet 1/2 of 1080p)...

Do not skip Redux on consoles because of that, 4A Games have done a very good job overall.
60fps is very expensive no matter the hardware, 2033 maxed out is still very taxing.
 
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.
It's only expensive because it uses full resolution buffer for those lights. You can get away with using lower resolution buffer and have volumetric lights at 60FPS. TLoU remaster did this. So it's not something inherently not possible on consoles...even last gen consoles did it (Uncharted 3, TLoU, Alan Wake)
 
Like I said, I can play it on PC now at a decent framerate. And the effect is completely missing on console. Not like they couldn't scale the effect or anything. So now I can play Metro 2033 AND Killzone Shadowfall BOTH with volumetric lighting, no matter what resolution the lighting or games are rendered at, or I can play something apparently COD-looking with those missing effects, no thank you.
 
Wow, that PC -> console downgrade is harsh. Considering I can get light shafts on my PC right now at a decent framerate... Cancelling preorder.

Will wait to buy it cheap on console or eventually play it on PC.

Again, I can't break into the PC version as is, but this port seems less good now. I mean, Killzone Shadow Fall does god rays, raytracing... all these effects and more at 60Hz (albiet 1/2 of 1080p)...

SP is fully native 1080p.
 
It's only expensive because it uses full resolution buffer for those lights. You can get away with using lower resolution buffer and have volumetric lights at 60FPS. TLoU remaster did this. So it's not something inherently not possible on consoles...even last gen consoles did it (Uncharted 3, TLoU, Alan Wake)

But then you induce all of the artifacting (as well as over-softening) which occurs.

Also, where does TLOU-remaster use volumetric lights? I would not mind seeing some screens of it!

Like I said, I can play it on PC now at a decent framerate. And the effect is completely missing on console. Not like they couldn't scale the effect or anything. So now I can play Metro 2033 AND Killzone Shadowfall BOTH with volumetric lighting, no matter what resolution the lighting or games are rendered at, or I can play something apparently COD-looking with those missing effects, no thank you.

As I stated earlier, comparing the volumetric lighting in KZSF to metro is disingenuous. One looks much better than the other.
 
As I stated earlier, comparing the volumetric lighting in KZSF to metro is disingenuous. One looks much better than the other.

To me Killzone ShadowFall looks much more technically impressive than Metro 2033 as-is, and I was considering buying Metro on console having experienced the PC version and expecting minor downgrades but nothing like this.

(I understand that in math theory some of these Metro effects are definitely more intensive, but if the overall result is inferior I say make the better aesthetic choice, which comes up to personal preference)
 
I remembered Metro games are very demanding on PC hardware and so i was surprised that PS4/XBO can hit 60fps, then i saw the screen comparisons in this thread. Make sense now!
 
I know I want one of the games, I just don't know which one. Leaning towards last light. Unless somebody says it's crap compared to 2033.
 
I remembered Metro games are very demanding on PC hardware and so i was surprised that PS4/XBO can hit 60fps, then i saw the screen comparisons in this thread. Make sense now!
What make sense? That direct screen it's better of you tube capture? Volumetric light it's extremely expensive.
 
To me Killzone ShadowFall looks much more technically impressive than Metro 2033 as-is, and I was considering buying Metro on console having experienced the PC version and expecting minor downgrades but nothing like this.

(I understand that in math theory some of these Metro effects are definitely more intensive, but if the overall result is inferior I say make the better aesthetic choice, which comes up to personal preference)

Well the thing is, the effects that I am referring to are not only more more intesnsive from a numbers perspective, but objectively look better in teh categories that matter (aliasing, jitter, banding, etc...).

I totally agree that KZSF has a nice aesthetic and great material definitions (the game came out 4 years after, it better have something being more advanced), but I think it should be said that if you move form left to right whilst looking at a volumetric light source in KZSF, it totally bands and flickers.

Show the pic with more fog so we can compare.

What what now?

I know I want one of the games, I just don't know which one. Leaning towards last light. Unless somebody says it's crap compared to 2033.

I like both quite a bit, but metro 2033 is more hardcore and more often "atmospheric" and "creepy." It has a soft spot in my heart.
 
Well the thing is, the effects that I am referring to are not only more more intesnsive from a numbers perspective, but objectively look better in teh categories that matter (aliasing, jitter, banding, etc...).

I totally agree that KZSF has a nice aesthetic and great material definitions (the game came out 4 years after, it better have something being more advanced), but I think it should be said that if you move form left to right whilst looking at a volumetric light source in KZSF, it totally bands and flickers.



What what now?
KZSF use raytracing too. How can be less precise to the Metro? I though it was more advanced.
 
KZSF use raytracing too.

It is not raytracing, it is called "screen space ray marching." It functions quite differently (not nearly as high quality or as robust, it breaks quite a bit).

Metro Last Light and Redux both use Screen space ray marching too btw.

How can be less precise to the Metro? I though it was more advanced.

All effects in metro are calculated at screen resolution (1080p or above), so they are less prone to artifacting. KZSF purposefully lowers the internal resolution of effects so as to have them run better. As a result, they have visible artifacts, especially in motion.

I mean, it makes sense why they do it (1.84TF) only goes so far. I can imagine the boxes are already strected quite thin doing 60fps in Metro Redux, any more effects would strain that flat 60fps (tesselation, higher resolution FX, etc...)
 
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