PC Game Hardware interviewed Dean Sharpe, producer of Metro 2033. He delivered information about the support of DirectX 11, GPU Physx and multi-core processors. He also revealed the technical and visual advantages the PC version of the game will have in comparison to the consoles:
• most of the textures are 2048^2 (consoles use 1024^2)
• the shadow-map resolution is up to 9.43 Mpix
• the shadow filtering is much, much better
• the parallax mapping is enabled on all surfaces, some with occlusion-mapping
• we've utilized a lot of "true" volumetric stuff, which is very important in dusty environments
• from DX10 upwards we use correct "local motion blur" (sometimes called "object blur")
• the light-material response is nearly "physically-correct" on higher quality presets
• the ambient occlusion is greatly improved (especially on higher quality presets)
• sub-surface scattering makes a lot of difference on human faces, hands, etc.
• the geometric detail is somewhat better - because of different LOD selection (not even counting DX11 tessellation)
A look back at 4A Games' admirably consistent post-apocalyptic shooter franchise.
Metro 2033 mechanics that would adapt perfectly to VR, and the upcoming Metro Awakening by Vertigo Games this year.
The Metro video game series started with a humble b-list title, before building a strong fanbase and becoming a pioneer in the industry.
I'm getting to the point of pre-ordering this not even caring if it sucks just to see the DX11 eye-candy.
no wonder the system requirements are so high.
Impressive all around.
"Object motion blur" WAAAAAAAAAANT
OMB makes every game look better.
Im sure this game is gonna play like crap just like crysis when it came out!!! I couldnt max it with a 8800gtx and a Q6600 which was the best i could afford back then, i was dissapointed but loved the game anyways. OH and im still using my Q6600 overclocked with a pair of 280gtx.