Rock solid 30 with everything maxed in single player, 60 in multiplayer is my preference.
Yeah:
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why are we comparing cropped zoomed in youtube PS4 screens to full res PC screens?
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.
why are we comparing cropped zoomed in youtube PS4 screens to full res PC screens?
I think it's more toned down than completely missing.Because we are not comparing small details, we are comparing something that is there to something that is completely missing.
I think it's toned down mere than completely missing.
ah okay that makes sense, still feel like people will just drive-by glance and just go "ew" though
Should have upped the graphics and made it 30 FPS.
Go away. Do you play games or video?
From a youtube video? O_OI can 100% say it is completely missing in the scenes presented and has been replaced with billboard textures. Otherwise you would see the shadow shafts and movement interactions.
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.
From a youtube video? O_O
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
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AAA + Advanced Depth of Field 64 fps
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AAA + normal Depth of FIeld 81 fps
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Volumetric light can be replaced with blooming light shaft. It's quite cheap & not that different at the eye perception.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.
Please point out the difference, what the hell am I look for?
Yeah:
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Volumetric light can be replaced with blooming light shaft. It's quite cheap & not that different at the eye perception.
What's your PC configuration ? This might explain why I only got 50FPS on that scene with my R9 290 with AAA at 1080p.
Please point out the difference, what the hell am I look for?
Volumetric light can be replaced with blooming light shaft. It's quite cheap & not that different at the eye perception.
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)...
The screenshot comparison tool, at least for me, makes the xbone version look better.
Didn't realise there was less fog in the X1 version.
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.
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
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)...
Killzone Shadow Fall does god rays, raytracing... all these effects and more at 60Hz (albiet 1/2 of 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)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.
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)...
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.
As I stated earlier, comparing the volumetric lighting in KZSF to metro is disingenuous. One looks much better than the other.
What make sense? That direct screen it's better of you tube capture? Volumetric light it's extremely expensive.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!
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)
Show the pic with more fog so we can compare.
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 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.
KZSF use raytracing too. How can be less precise to the Metro? I though it was more advanced.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.