First Metro Last Light Benchmark From Scan Magazine.
Offers as in Metro 2033 the PC version of Metro Light load in comparison with the Console version the best graphics. This is not just because that the developer 4A Games PCFassung higher resolution textures donated. The Ukrainians also set consistently to the modern DX11 Offer API and its rendering tricks but in addition a support for older DX10 (.1) -/9-Karten to. As we by the Chief Technical Officer Oles Shishkovtsov learn treating the technically backward However, DX9 rendering path only as a compatibility mode, since the DX10-/DX11-Schnittstelle Rendering process to 10 to 15 percent accelerated. Furthermore, one has Last Light According to Oles Shishkovtsov over 3,000 Donated improvements, these include also some graphical revisions. On the one hand was the Level of detail of the outer regions and enhances the characters on the other hand you have the lighting and Effects such as depth of field or Color correction polished. Additional 4A Games added the Kantenglättungsmodi AAA and FXAA to a Implementation together. A potent renderer The graphics engine of Metro Last Light is very modern and is Competing products such as the Renderer of Cryengine 3, or Frostbite 2 engine in every way. By the deferred shading in scene set lighting including Ambient Occlusion (Screen Space Ambient Occlusion) and Volume scattering (Sub Surface Scattering) is located on the Level of Battlefield 3 or Crysis 3, making it one of the best what current games mount up - on PC of course. The textures are almost consistently very high resolution (2,048 x 2,048 pixels) and with Parallax Occlusion Mapping garnished. The very detailed and have filtered soft shadows a maximum resolution of 3,096 x 3,096 pixels. One switchable super-sampling anti-aliasing (SSAA) and a mixture of shader-based Analytical AA including sharpness filter and FXAA (Setting is in the detail "Very High "automatically switched) ensure a steady image. In addition DX11 hardware tessellation what geometry the and thus the level of detail levels, of refined weapons and NPCs. Also support DirectCompute calculated by the Depth of field and motion blur objects for the cinematic flair. The flip side the coin: If you want to none Details of this optical dispense You come to a high- End 3D accelerators Beat a Geforce GTX 680/Radeon HD 7970 GHz Edition not around.
In writing your comment like that
It's obnoxious.. Very "hey, look at me!"
Demanding as the previous Although the engine of Metro Last Light is very well optimized for multi-core - We measure with a Phenom II X6 1100T (six cores) a steady Increase the fps rate in manual Increasing the number of two core to six - is the power of the graphics card largely responsible for whether the title smoothly playable 's. In terms of CPU, however sufficient a quad-core chip of the (upper) middle class, with the approximately 3.0 GHz Clock counted, we recommend the AMD FX-6300 or Core i5-3470th Who Metro Last Light but with all Details (stage "Very High") and a now standard full-HD resolution Play (1,920 x 1,080) wants, probably after our first Measurements with the not yet completely performance-optimized Preview version with a Geforce GTX 660 Ti or Radeon HD 7870 reach the 45 fps mark geradeso. Who offers high quality Super-sampling anti-aliasing the quality quite ordinary Analytical mix of anti-aliasing FXAA and prefers to have as our Benchmarks show, already for Level "2x" the respective high-end Model of AMD or Nvidia ascend. The stage "4x" forces currently Render all cars in the knee - Publi sher Deep Silver recommends the optimal optics (we assume including 2x or 4x SSAA), for example, a Geforce GTX 690/Titan. Physics effects by GPU Aside from the improved graphics 4A Games grabs again GPU-accelerated Physx effects in Metro Last Light: Sun flutter substances in Wind and can be just as as parts of the environment with shots maltreat. Walls, wooden crates, Column, and the like for example, with physical Properties provided so that when the fire smoke representation very realistic and fails a large number of debris flying through the area. The increases Although the immersion clear calls in return, but a strong of your Nvidia graphics card. As shown in the benchmarks is shown above, halved with a GTX 670, the Frame rate, if the chip still calculate the advanced physics needs. If the CPU to do this work - Players with AMD cards have to resort to this alternative -, This power station must perform much better used as our upcoming Phenom II X6 1100T. Anti-aliasing: appearance and performance Thanks to the consistent focus on the DX11 API provides Metro Last Light addition to a shader-based supersampling antialiasing. The newly integrated into the DX11 renderer mix of Analytical AA (AAA) and FXAA is automatically activated in the level of detail "Very High" and even, as in the is to see the second image, very good. For a perfect smoothing of polygon edges you must enable supersampling antialiasing separately. Note In mind that the option "0.5" (Fig. 1) upscaling process takes place, which provides for a washed-out look - which explains the increase in fps rate below the benchmark. The option "4x", the quiet for a pleasant view ensures (Fig. 3) and in which the frame rate from 54 fps to 17 fps (benchmark system they hey) falls, only cars like the Geforce GTX 690/Titan are grown.
Funny how some people think Crysis is a demanding. Metro is on another level.
Yes it is "demanding" but this one seems to run about the same as the last one so its much more optimized.
Can I get 60fps with a single gtx 680? Sorry, I don't understand that article..
Looks like it would float between 45 and 60. They mention though that the game will probably run better at release, and even better once new drivers and patches roll out.
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