MULTI [OT] Metro Exodus | Journey Beyond

Necrokiller

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Kind of crazy how many cut backs were required to achieve this. Game can dip to 1080p on Series X and likely sub-FHD levels in the later areas of the game which are far more demanding (esp including the DLC). PS5 is already 80% of this resolution count. No tessellation, no hairworks, advanced PhysX, even had to force 4x Tier 1 VRS. I'd be surprised if they target 60fps for their next game.
 
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CerebralTiger

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As long as the cpu isn't being stressed to the point where 60fps is out of the question, I see no reason why any dev wouldn't include a performance mode in their game. The Series S exists, and every multiplatform studio has to develop with that spec in mind. Moreover, a mid-gen refresh may also happen.
 
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CerebralTiger

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PS5 uses a dynamic resolution with the highest native resolution found being approximately 2844x1600 and the lowest resolution found being approximately 1792x1008. Pixel counts at 1792x1008 seem to be rare on PS5. PS5 uses temporal upsampling to reconstruct a 3840x2160 resolution.

Xbox Series X uses a dynamic resolution with the highest native resolution found being approximately 2844x1600 and the lowest resolution found being approximately 1920x1080. Pixel counts at 1920x1080 seem to be rare on Xbox Series X. Xbox Series X uses temporal upsampling to reconstruct a 3840x2160 resolution.

Below are some example pixel counts for certain scenes on PS5 and Xbox Series X. Note that these figures are approximate and not necessarily representative of how the entirety of a given area will render.

Volga Level Opening Train Scene - PS5: 2560x1440, Series X: 2844x1600
Caspian Level Driving - PS5: 2560x1440, Series X: 2844x1600
Taiga Level Exploration - PS5: 2176x1224, Series X: 2400x1350
Taiga Level Forest Demanding Scene - PS5: 1792x1008, Series X: 1920x1080

Xbox Series S uses a dynamic resolution with the highest native resolution found being approximately 1621x912 and the lowest resolution found being approximately 1056x594. Pixel counts at 1056x594 seem to be rare on Xbox Series S. Xbox Series S uses temporal upsampling to reconstruct a 1920x1080 resolution.


As is often the case, Alex was off with his pixel counts 🤷‍♂️
 
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Necrokiller

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4A Games achieved industry leading implementation of RTGI in massive levels at the same resolution metrics and better performance than Insomniac in a linear game with less demanding RT?

 

CerebralTiger

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"less demanding RT" according to Alex, "more demanding" according to Cerny 🤣

Never mind the fact that both games are linear lmao.

Ratchet's reflections are running natively at a resolution of 705p - 1008p and scaled up to 1008p - 1440p via CBR when in performance RT mode. Not only is that more impressive, when you couple that with modern texture work, shaders, and particle effects, it becomes even more evident why Metro Exodus is still a last-gen game 🤷‍♂️
 
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Necrokiller

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Well the fact that you see RT reflections in most RT games and not RTGI (not Capcom's kind that Cerny probably had in mind lol) should be proof enough what is more demanding 🤷‍♂️

And I stated massive levels in Exodus. Clearly Ratchet is on the Call of Duty spectrum of linear games compared to Exodus 😂
 
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CerebralTiger

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NX Gamer correctly pointed out with some good examples that several of the areas don't look as aesthetically pleasing as they did in the original, which goes back to what I said about RTGI when it was first implemented in Metro Exodus 2 years ago.

That said, the game was developed using last gen materials and shaders, so hopefully things will get better 🤷‍♂️

P.S. that "marketing" jab at Alex 🤣
 
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Necrokiller

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"exceptional move forward in lighting"

Even NX Gamer can't help but be floored by what 4A Games achieved. 🤷‍♂️

NX Gamer pointed out the lack of tessellation on the console versions, and it goes back to what I said several times in the thread, its a key feature since 4A uses it far more extensively than other games. Not an issue on PC fortunately.

And looks like NX Gamer didn't get the pixel counts right. It was only DF that did and VGTech followed their advice and tested the demanding level to include its pixel count, which as Alex predicted correctly, turned out to be lower. :ROFLMAO:
 

Necrokiller

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DF/Alex got the upper ceiling for both the PS5 and Series X wrong tho (it's 1600p for both consoles, which makes more sense) 🤣 🤷‍♂️
Yeah it makes sense to you because the pixel count is high. But you failed to realize that VGTech was actually looking at the sky when he got the highest count of 1600p. 😂 🤷‍♂️

Makes more sense really that you'd overlook that fact. No wonder you've hit the bell icon for VGTech :ROFLMAO:
 
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