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First Triple A Ray Tracing Game • .net

Here’s it: First Triple-Game Release only Work with ray tracing compatible graphics hardware. Metro Exodus Enhanced Edition employs the first PC release of Real-Time RT Global Illumination, improving for almost generations and participating in real-world games Faster From its predecessor. I’m looking at the PC version today, and you can see that the foundation for the PlayStation 5 and Xbox series renditions to continue later this year is laid here. Simply put, Metro Exodus is my number one title in Best Graphics 2019, and this enhanced version takes great games to the next level-in fact, the first time I’ve seen tomorrow’s multi-platform game engine. Some might say, from scratch with the RT feature in mind.

At the base level, the enhanced version takes the original 2019 version of Metro Exodus and improves the engine to support ray-traced global illumination and a number of additional RT-based features. Further enhancements are provided by the addition of VRS (Variable Rate Shading) along with Nvidia DLSS 2.1 AI Upscaling along with temporary upscaling options that are ideal for AMD GPUs. Smart Money suggests that this is the kind of scaling technology that is likely to be deployed in console versions (both PS5 and Series X target 60fps output).

So how has RT improved? Simply put, the original Metro Exodus was shipped with a combination of single bounce global illumination from the sun and ray tracing ambient occlusion in all indoor areas. It looked great when compared to the default real-time GI system already introduced in rasterized versions of the game. However, the new RT system was added in the middle of development, so 4A Games basically had to develop the game with two lighting schemes in mind. The new Metro no longer has a standard rasterized version of each map, including all individual lights placed by the artist. Tricks, fake light sources, and other legacy elements are replaced with the right real-time RT solution that “works properly.”

A 40-minute detailed description of the new Metro Exodus, its RT features and upgrades, and general performance.

The ray tracing feature set has also been revamped in terms of quality and overall functionality. All of these torches, flares, flashlights, and glowing green mushrooms all bounce around the environment, fundamental to the realism of lighting, as all shadowcasting lights in the game now contribute to global illumination. To improve. RTGI of Metro Exodus 2019 sees the bounce of light only once. Still impressive, it’s not the infinite light bounce patch you see today in the Enhanced Edition. As you can see in the video, the effect is completely transformative, and as I said, it’s an increase in fidelity generations compared to the first game. In fact, the quality gains are almost the same as seeing real-time game graphics transform into something closer to a pre-rendered photo-realistic scene.

I wanted to know if Metro Exodus lost its mood in the darkest and most terrifying interior moments, as more realistic bounces of light generally result in more luxurious illumination of the scene. The truth is that those scenes are just as atmospheric-shadows are pitch black near their light sources as the lonely light seen in such scenes colors the surrounding landscape more realistically. Has a color instead of. And, in fact, it’s fun to see the torch-wielding character illuminating such areas with such fidelity-it adds to the immersive feeling. I say there are a lot of this in this piece, but check out the video to see how realistic and subtle the effects are.

Another welcome addition to the raytracing feature set is the raytracing radial surface. Surfaces such as flames and lights of various shapes and volumes emit light from the entire surface area, casting soft shadows diffused around the environment. The video shows how this works in general in the editor’s scene. It moves a solid rectangular block of light around an enclosed environment, emphasizing the correct propagation of light with few or no artifacts. This is a great demo for technicians, but the in-game effects are more subtle. For example, it’s like watching the light bounce around the scene from the flames of a Morotov cocktail. The Two Colonels DLC Flamethrower is another great showcase, where you can play for yourself at the beginning of the story. The difference lies in the way the game provides much more realistic lighting and shadowing, and even the most accidental details are automatically generated. In the video, you can see how the candle evolves from a basic light source (range limited due to performance limitations) to be able to cast its own shadows without the effects of unwanted light leaks. I can do it.

The new ray tracing lighting also properly affects transparent surfaces and volume fog. Even particles are properly illuminated by ray-traced radiant lighting, but materials such as hair and eyes bounce at the correct level instead of using an approximation that allows the hair to “shine” in the first release. Receive lighting. Ultimately, the infinite bounce RTGI produces ultra-realistic lighting conditions that look like offline rendering. Many games have static, offline-generated lightmaps that don’t move anything, but in this game they’re actually real-time, fully dynamic lighting that’s beautifully integrated with the time system. Undoubtedly, Metro Exodus Enhanced Edition’s Global Illumination creates the best lighting you’ve ever seen in a video game.

Once the list of upgrades is complete, the 4A game, including raytraced reflections, goes one step further. These can be applied anywhere, but they’re immediately visible on the water, which helps clean up areas where screen space reflections don’t work well. These RT reflections are similar to other titles you may have seen in some respects, but different in others. One is to blend screen space information to emphasize details and explain factors such as particles and volumetric fog (those that are difficult to integrate with RT). At the same time, these reflections use the same low quality material as RT Global Illumination, so if you look out of view of the reflections, you’ll see that the materials are simplified. Similarly, reflections do not contain alpha-masked geometry, such as leaves, so if you move the camera in an area with many leaves, they will disappear from the reflection when they are not visible on the screen. And finally, as far as I know, the RT reflection does not seem to cover a transparent surface that is not water, so there are some limitations.

With all these upgrades, there are inevitably some compromises here. Yes, the Enhanced Edition is amazing in many ways, but perfection is always a pursuit of the future. In the GI system, only the first bounce of light is calculated in real time, and the other bounces are the result of temporal accumulation, so you may see a “lag” in building global illumination in your scene. When I deliberately set the system to “game” to amplify this effect, I noticed that in a game running at 60 fps, it takes about 20 full frames for all bounces to occur. Very rarely, when the RT effect is running with a relatively small number of samples, you may see “noise” in the lighting because you have encountered some glowing surfaces.

Despite the many improvements, Metro Enhanced Edition runs as fast as or faster than the one in 2019.

On the contrary, here More The raytracing settings are working to allow the user to fine-tune. The main raytracing setting controls the internal resolution of Global Illumination much like the 2019 version, but now the “normal” setting is higher and the GI is rendered at a quarter of the internal resolution. High, on the other hand, is a resolution checkerboard representation. , Natively use Ultra. Like older games, High looks much like Ultra, but the final solution is a bit more noisy. However, the normal settings display a significant amount of extra noise. This setting seems to be tuned for GPUs where ray tracing acceleration is less powerful. It’s not surprising that it will appear in future console versions. However, I noticed that the RTX 2060 is still running the game as it was in the 2019 version, even with additional improvements to RT. Usually licks fairly quickly. In fact, in my tests, it’s up to 16% better. .. However, when I tested it on the Ryzen 5 3600, I noticed an increase in the CPU requirements of the game and a 13% decrease in performance. However, it is usually much more likely to be limited by the GPU.

Variable rate shading (VRS) has also been added, but this is a Tier 1 implementation that primarily affects forward-rendered objects such as transparencies. 2x and 4x modes are available, which reduces the quality of transparency. We recommend only using 2x mode. If you are using DLSS, you need to disable it completely. VRS utilities are limited, but DLSS is great as always-and as Metro Exodus shipped in the first iteration of DLSS in 2019, see the huge improvements that the latest 2.1 version offers. Is fun. RT noise artifacts aside, even in DLSS performance mode, thanks to better realization of subpixel details and less sparkle, an overall improved level of visual quality for native resolution rendering in 4K. Offers.

Without the RTX GPU, the game comes with a TAA upsampler similar to the technology found in Unreal Engine 4 or Insomniac games. To access this, move the shading slider down. It’s highly recommended to use it with AMD cards, as it does a great job, especially with values ​​above 0.7, when used side-by-side with natives. Compared to DLSS 2.1, you can see how important that machine learning component is because even Nvidia’s AI upscale performance mode solves more details than a TAA alternative.

So overall, the Metro Exodus Enhanced Edition is simply great. The game outperforms the original game on the GPU side, and looks great with temporary upsampling and new image quality options such as DLSS 2.1. With the new RT feature, the game looks great and in some scenes it approaches the lighting quality of offline rendering from the path tracer. The success of 4A here is based on the bold ambition to be the first AAA game to require hardware-accelerated ray tracing on the PC-thus, the 2019 version of the game gave us a glimpse into the future. But the Enhanced Edition is about to come-and it’s just great. The update for PC users will arrive on May 6th and will be available to existing game owners for free. Stay tuned for more new and enhanced console editions this year. Soon, in an exclusive interview with 4A Games, we’ll dig deeper into the technical composition of the new game.

https://www./articles/digitalfoundry-2021-inside-metro-exodus-enhanced-edition-pc-exclusive

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