- 720P METRO LAST LIGHT IMAGES UPGRADE
- 720P METRO LAST LIGHT IMAGES PC
- 720P METRO LAST LIGHT IMAGES PS3
"Without spoiling our upcoming Face-Off too much, let's just say that the PS3 version of Metro: Last Light is definitely no slouch compared to its Xbox 360 stablemate." A preview of our upcoming Metro: Last Light Face-Off, comparing the Xbox 360 edition of the game with the PlayStation 3 release. Users should expect around a less than three pre cent performance drop with first mode and around 15 per cent drop with the second one, assuming reasonably modern GPU architecture." "The second mode tessellates almost everything. The first one tessellates and displaces only specific artist-selected content (although this 'selection' is much broader than in it was in 2033)," explains Shishkovstov.
720P METRO LAST LIGHT IMAGES PC
One of the most pleasant things that surprised us while playtesting Metro: Last Light on our GTX 680 PC (2560x1440, very high settings, max tessellation, well over 30FPS average)was that not only was the tessellation a clear visual advantage, but it didn't unduly impact performance to a game-breaking extent. Previous implementations we've seen sap performance to a massive extent, requiring an enormous amount of GPU time for an effect that - while welcome - isn't really worth the impact to frame-rate.
720P METRO LAST LIGHT IMAGES UPGRADE
Tessellation also gets a substantial upgrade in Last Light. The sub-pixel shading aliasing is also greatly reduced as a side-bonus."Īs Shishkovstov puts it, traditional multi-sampling is dead and in a typically controversial manner reckons that "antialiasing is the domain specific job of programmers and not a magical hardware feature!" In summary - 2x supersampling (x1.41421 in each dimension) +FXAA-style post-processing (running in super-sampled resolution) provides enough information to surpass 4xMSAA on every front - even in performance in deferred shading pipelines. You'd be surprised how little additional information is needed to match and surpass the quality of 4xMSAA. The way we solve it is to allow the user to apply some amount of super-sampling. The usual problem with analytical approaches still applies - there is no sub-pixel information to correctly estimate pixel/fragment coverage. "The side effect is that the picture is always anti-aliased to some extent.
Please enable JavaScript to use our comparison tools. There is no way for the user to disable analytical anti-aliasing any more, due to the way it is deeply integrated into the pipeline," says Shishkovstov. "We merged ideas from our previous implementation (AAA) and FXAA to both have larger search window and deeper per-pixel control, like micro-blur and/or micro-sharpen.
The frame-rate killing 4x MSAA from Metro 2033 is now a thing of the past. 4A's approach is to combine super-sampling with a post-process technique - FXAA - for optimal results in terms of both performance and image quality. The problem with SSAA is that it's very heavy on the GPU since so many more pixels are being internally rendered. Super-sampling is the new anti-aliasing technique of choice from 4A - and it's literally the process of rendering the frame at a higher pixel density and then downscaling it to fit your chosen resolution, smoothing away the jaggies. "For example, Metro: Last Light is very playable on Intel HD 4000 hardware in DX11 mode (yes, lower quality settings only, but still - it runs) and we run extremely well on the next-gen Intel Haswell GPUs, while still bringing to their knees the high-end cards like GTX 680 and the HD 7970 in high-quality modes with extreme super-sampling." "We are extremely proud of the scalability we achieved," Oles Shishkovstov, chief technical officer for 4A Games tells us. Metro: Last Light developer 4A games has shared some of the technological enhancements added to its bespoke engine since the release of Metro 2033 three years ago, going in-depth on its new approaches to DirectX 11, tessellation and anti-aliasing while promising a great gameplay experience across a range of hardware.