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1440p metro last light images
1440p metro last light images





Even with it off bodies are falling down, moving OK. while I had it turned on in previous Metro games, for Exodus I turned it off and wasn't able to find in game or on web what the visual differences are supposed to be. don't like how it looks, Off.Īdvanced PhysX. Sadly finding some good comparisons on web so far has proven impossible, either they are very old or done at 4k. The game terribly needs an adaptive RT quality setting, same as Q2RTX has, this way one can select a target FPS, lower and upper limits and the quality will adjust realtime to hit that target, where possible quality can be high but when needed to keep FPS up the quality can drop for those scenes.įor RT this should be a must have for any implementation. Scaling on GPU/monitor and applying sharpening filter of your choice looks better than DLSS and ingame scaling. Ingame shading scaling introduces blocking artifacts and doesn't help to reduce RT load on GPU I think as the scaling necessary is high to get similar performance compared to a globally reduced resolution. The source resolution is observably very low. Further into the game with day-night cycle, changing lighting conditions, RT does make sense.ĭLSS is poor in ME, at least at 1440p it is.

1440p metro last light images 1440p metro last light images

And every time without RT the scene looks worse, sometimes way worse, maybe they didn't want to lock the day-night cycle which would allow them to bake most things in and not need RT for lighting. Makes me wonder if developers even intended the game to be played without RT as some locations do show drastic differences, sometimes RT is much darker scene, sometimes it's a much brighter scene. I would have gladly used a Medium setting if one was available but I bet they wanted to avoid a "noisy" meme happening again so they didn't allow lower sampling/resolution RT options other than the "half resolution" high setting. Ultra vs High is almost indistinguishable, it's all about Ultra having higher resolution/sampling and being able to deal with finer detail better, which for AO. With RT Off: Ultra has darker ambient occlusion than High, High looks poor in many places as the AO is missing or low resolution/quality.

1440p metro last light images

Ultra has more tessellation than High otherwise it looks the same to me in all places I checked. Screens are lossless PNG converted to lossless JPG. Finally got to a more demanding location and decided to check again how does the game run and look RT On vs Off, some locations the differences are minimal, some nice and noticeable but so far not as brutal as this "Terminal". A few screens since I sometimes takes a few to see the game without RT.







1440p metro last light images