Manwithoutfear
Member
you should go watch DF analysis of spiderman and actually watch all of this metro exodus enhanced video. you'll soon realize who is talking dumb. This is the best showing of any AAA ray tracing game to date.Quit talking dumb.
you should go watch DF analysis of spiderman and actually watch all of this metro exodus enhanced video. you'll soon realize who is talking dumb. This is the best showing of any AAA ray tracing game to date.Quit talking dumb.
looks like it's a free upgrade to the new version as well. apparently it's a separate install. your saves will transfer but will start you at the beginning of the chapter you're on and not in the middle of a chapter if you're in one. I'm on spring now so i'll finish it then wait to finish the game until after i beat RE8! May is such a fantastic month for gaming!Yup. I'll definitely play this all over again. I actually didn't finish it but was fairly close before I quit.
Posted this in another thread, but gonna post it in here because while I mostly like Alex, he does a lot of dumb things that need to be called out.
2019 RT GI on the Left. 2021 RT FULL GI on the right.
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It shows just how inaccurate and straight up POOR the RT lighting was in the original. Apparently it only had one bounce RT lighting so the sunlight didnt illuminate the rest of the room correctly.
This is funny because Alex spent that entire year raving about how realistic that lighting was giving it his graphics GOTY, and droning about it on and on for two years, all the while completely missing the fact that it was entirely inaccurate all along.
Apparently it only had one bounce RT lighting
In Metro's case, this means single diffuse global illumination from the sun
Yup, everything RT will change everything.you should go watch DF analysis of spiderman and actually watch all of this metro exodus enhanced video. you'll soon realize who is talking dumb. This is the best showing of any AAA ray tracing game to date.
This having unlimited bounces in real-time is mind blowing for a guy like me hat did offline rendering .. primarily with VRAY, I am using Arnold now.Posted this in another thread, but gonna post it in here because while I mostly like Alex, he does a lot of dumb things that need to be called out.
2019 RT GI on the Left. 2021 RT FULL GI on the right.
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It shows just how inaccurate and straight up POOR the RT lighting was in the original. Apparently it only had one bounce RT lighting so the sunlight didnt illuminate the rest of the room correctly.
This is funny because Alex spent that entire year raving about how realistic that lighting was giving it his graphics GOTY, and droning about it on and on for two years, all the while completely missing the fact that it was entirely inaccurate all along.
EDIT: This is a comparison i made back when the game first came out. Even back then i could see how the sunlight wasnt lighting up the train cabin like it should.
RT GI ON.
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RT GI OFF.
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Now we know that the bottom screen is far more realistic.
Man, I don't know... Is this nothing?I mean it is basically nothing...
Not specifically for RTX cards... It's revamped for AMD RT GPUs as well and even PS5/Xbox Series X | S are getting this version.This game already has RT in PC.
This version is just a new patch specifically for RTX cards... so it can take better use of the RT features in theory.
But it is really just that... nothing more.
It is not a new game or either a new RT push... it is just a better RT push specifically for some cards.
The base, assets and everything else is still the game with the game already launched on PC. It is not a game make from the ground for RT.
Big difference! Can't wait to try this out, as I was Impressed at the original games lighting. Now it looks like poop compared to the remaster!Man, I don't know... Is this nothing?
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The one on the left (RTGI Off) looks like a PS3 game.
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Not specifically for RTX cards... It's revamped for AMD RT GPUs as well and even PS5/Xbox Series X | S are getting this version.
Was thinking the exact same thing.I would like to see RTGI vs Unreal 5's Hybrid Voxel GI. How much the Hybrid Voxel actually saves on performance and a quality comparison.
When targeting 60fps, the game can utilize up to 50% of 3700X CPU's 16 threads and generally hovers around 30-35% in CPU-heavy sections. More often than not it's GPU-bound.This looks real nice, How heavy is this game on the CPU? or is it all GPU bound?
It's not really unlimited bounces.. That would be high inefficient as there is a threshold where the more light bounces you track, the less it contributes to the final render. On top of running out of memory and getting a crash. I think they call it "infinite" because it probably does dynamic bounces based on a contrast threshold from neighboring pixel values. They probably aren't pushing more than a couple of bounces.This having unlimited bounces in real-time is mind blowing for a guy like me hat did offline rendering .. primarily with VRAY, I am using Arnold now.
terrible potshot you're taking here. it was the best at the time.Posted this in another thread, but gonna post it in here because while I mostly like Alex, he does a lot of dumb things that need to be called out.
2019 RT GI on the Left. 2021 RT FULL GI on the right.
![]()
![]()
![]()
It shows just how inaccurate and straight up POOR the RT lighting was in the original. Apparently it only had one bounce RT lighting so the sunlight didnt illuminate the rest of the room correctly.
This is funny because Alex spent that entire year raving about how realistic that lighting was giving it his graphics GOTY, and droning about it on and on for two years, all the while completely missing the fact that it was entirely inaccurate all along.
EDIT: This is a comparison i made back when the game first came out. Even back then i could see how the sunlight wasnt lighting up the train cabin like it should.
RT GI ON.
![]()
RT GI OFF.
![]()
Now we know that the bottom screen is far more realistic.
Brightness is OK as long as there is self-shadowing of models.It was too dark with 2019 RT... and now it's too bright. Even night scene with moon looks washed out.
That would mean even more work.Spend that graphics budget on something else, like geometry, textures and what not.
Because frankly i can barely tell them apart.
I watched the bias to the PC analysis of ME PC and SM MM.you should go watch DF analysis of spiderman and actually watch all of this metro exodus enhanced video. you'll soon realize who is talking dumb. This is the best showing of any AAA ray tracing game to date.
"For the new Metro, the standard rasterised versions of each map - including all individually, artist-placed lights - are gone. The tricks, fake light sources and other legacy elements are replaced with a proper, real-time RT solution that 'just works'."It is still a rasterized game with RT.
What are you talking about?
It's not really unlimited bounces.. That would be high inefficient as there is a threshold where the more light bounces you track, the less it contributes to the final render. On top of running out of memory and getting a crash. I think they call it "infinite" because it probably does dynamic bounces based on a contrast threshold from neighboring pixel values. They probably aren't pushing more than a couple of bounces.
Any examples of half assed RT/res examples to compare with this prime example of being built up from the ground up?I watched the bias to the PC analysis of ME PC and SM MM.
Spider-Man MM does circles around it.
Yes for GI."For the new Metro, the standard rasterised versions of each map - including all individually, artist-placed lights - are gone. The tricks, fake light sources and other legacy elements are replaced with a proper, real-time RT solution that 'just works'."
It's as annoying as the conversation I have with my wife discussing the differences between HD and 4K.I don't get the people whom can't tell the difference, you might not think the performance sacrifice is worth the visual quality difference but you surely have to admit that it's there.
You didn't read what you quoted?Any examples of half assed RT/res examples to compare with this prime example of being built up from the ground up?
Yes, that is absolutely true.this is bullshit. "artist deletes al lights and enabled RT toggle"
Some lights would still be there but they don't have to worry about adding additional fill lights just to mimic GI bounce. Alex shows that underneath the roof in that test scene.How ould any toggle now that this model is a light buld? this model is sun? this model is a neon light? this model is fire?
Yes you need to set properties for the main lights.. but you are cutting down a significant amount that are just there for filling the environment with enough light. You can literally go from 10 to 2 lights using RT GI. Absolutely.These objects still need to be set. What light, how much light, what color, how wide it should spread. RT checkbox can't know properties without any other info
edit: Don't get me wrong - this is the best way possible to do realistic light model. It's amazing. But I would not oversell it as "enable rt" and your whole lighting is done. You need to set properties to let RT engine know what is what
So this thread now has become a "us vs. them" thread again with art overcoming technical accuracy? We get it.. PS games don't need new tech because their games will always look better no matter what..You didn't read what you quoted?
Let me help you.
SM MM as a whole is a better looking and more current gen looking game.
If people walked into a Bestbuy and saw both running... we know what they would be more impressed with.
DF is general haa become slow and boring.I mean it is basically nothing...
Slow day for DF? I was hoping for a previous of what it is coming for PS5.
Path tracing, you mean?Yes for GI.
The game is still rasterized.
They are not pure or fully (I don't remember the word the guy said) ray-tracing in that game.
It is different from Minecraft RTX that is a example of full ray-tracked game... in that case it is not using rasterization indeed.
Yes, they need this cache. But it still isn't "infinite" in the sense that they can bounce 100 rays from the first direct ray leaving the light source with several hundred more direct rays still needing to be cast.But they are accumulated temporally, right? So surely the work per frame would be the same? According to Alex the results are "cached" for future frames, so I presume that their technology doesn't need to store the individual results of all of the past bounces; just the total contribution to the current frame.
Path-tracing is just one of Ray-tracing algorithms.Path tracing, you mean?
Metro Enhanced has pure RT, no raster or baking so its RT only.
Everything prior is basically a Rasterized game with RT pasted on.
As for QRT and MinecraftRT they arent AAA titles.
You sure?I watched the bias to the PC analysis of ME PC and SM MM.
Spider-Man MM does circles around it.
Yeah okay , there is a cut-off , still mind blowing that it can now be done in real-time . Yeah Arnold is pretty good!It's not really unlimited bounces.. That would be high inefficient as there is a threshold where the more light bounces you track, the less it contributes to the final render. On top of running out of memory and getting a crash. I think they call it "infinite" because it probably does dynamic bounces based on a contrast threshold from neighboring pixel values. They probably aren't pushing more than a couple of bounces.
Btw, when I last worked at a film company, I wrote our entire shader pipeline using Arnold. Arnold is bad-ass.
Sorry but the is is a peeve of mine. I get that the graphics are greatly enhanced and utilize some next gen features. But are we going to just ignore the fact that this is still the same core game with the same limited assets as the Metro Exodus that shipped for last gen consoles back in 2019? Graphics are only part of the story for any game and simply updating the graphics do not make it "next gen". Doesn't take long to see that the core design is still limited by lack of CPU power and I/O bandwidth. An initial look will still show that there are still some low polygon models, crude animations, simplistic AI, muddy textures, and repetitive level designs and gameplay scenarios. This is still a game made to run on an Xbox One at its core, even though it was (and still is) a great game that really did push the technical envelope given those limitations.Yep. Officially it would be the first real next-gen game.
I think by infinite they mean that if you leave a scene running for an infinite amount of time, you will get the (mathematical) contribution of an infinite amount of bounces. (Though, I guess at a certain point it stops making an actual contribution to the image).Yes, they need this cache. But it still isn't "infinite" in the sense that they can bounce 100 rays from the first direct ray leaving the light source with several hundred more direct rays still needing to be cast.
The reactions on your post alone, say otherwise. This game definitely takes the cake in visuals. Especially lighting. You can't really be comparing the simplest most basic form of RT against this... Night and day difference.You didn't read what you quoted?
Let me help you.
SM MM as a whole is a better looking and more current gen looking game.
If people walked into a Bestbuy and saw both running... we know what they would be more impressed with.
Until somebody can change that narrative.. that is the narrative.So this thread now has become a "us vs. them" thread again with art overcoming technical accuracy? We get it.. PS games don't need new tech because their games will always look better no matter what..
Night and day difference is correct.The reactions on your post alone, say otherwise. This game definitely takes the cake in visuals. Especially lighting. You can't really be comparing the simplest most basic form of RT against this... Night and day difference.
You add just as much fuel to the fire bro. Especially with your constant personal pain anytime anything Sony is ever mentioned in a positive light graphically or comparatively, hence your passive aggressive style posts such as this.So this thread now has become a "us vs. them" thread again with art overcoming technical accuracy? We get it.. PS games don't need new tech because their games will always look better no matter what..
Its all about the bitrates for me when talking digital video but yeah, i am a sucker for UHD blu-rays.It's as annoying as the conversation I have with my wife discussing the differences between HD and 4K.
Shadowhacker is banned all over for his PC pompous antics.You add just as much fuel to the fire bro. Especially with your constant personal pain anytime anything Sony is ever mentioned in a positive light graphically or comparatively, hence your passive aggressive style posts such as this.
I guess the mask is off again, eh? Didn't take long at all.
I'm just tired of the selective "nitpickiness" of said "experts" or professionals depending on their favorite medium or not.Shadowhacker is banned all over for his PC pompous antics.
According to the masses here on these boards (especially the Sony folk) anyone can declare "next-gen" and it be OK. There was even a thread about it that many people ignored.Sorry but the is is a peeve of mine. I get that the graphics are greatly enhanced and utilize some next gen features. But are we going to just ignore the fact that this is still the same core game with the same limited assets as the Metro Exodus that shipped for last gen consoles back in 2019? Graphics are only part of the story for any game and simply updating the graphics do not make it "next gen".
I'm not judging the game as a whole to be considered next-gen. I go by what can the game do now that isn't possible from last gen hardware. RT, despite it not being popular, is the big elephant in the room this generation despite people liking the SSD.Doesn't take long to see that the core design is still limited by lack of CPU power and I/O bandwidth. An initial look will still show that there are still some low polygon models, crude animations, simplistic AI, muddy textures, and repetitive level designs and gameplay scenarios
That's your opinion and that's OK. I have mine. You are free to think that R&C/Returnal are the only next-gen games all you want but they don't have the RT that's done in this game. So to me, they aren't next-gen.But some graphical updates to an older game does NOT make it next gen (same applies to Demon's Souls BTW). What we need are new design and gameplay paradigms that will be enabled mostly by the Zen2 CPUs and I/O acceleration (which unfortunately are still not being leveraged in anything released to date).
You'll think every game on PS is next gen that's new and is an exclusive. The fact is, that's just your opinion.In fact I would definitely argue that Returnal is the first real "next gen" game to date when you look at the sum of its parts and how it leverages everything next gen has to offer.