Metro Exodus PC Performance Review - RTX On!

Well Mark, credit is due

Your review is being quoted in comments over at Guru3D. Just when people are complaining RTX is lacking they view your review and change their comments to "WOW"

Good job son!
 
Well Mark, credit is due

Your review is being quoted in comments over at Guru3D. Just when people are complaining RTX is lacking they view your review and change their comments to "WOW"

Good job son!

Thanks fella. I really wasn't expecting this one to make a big splash, especially given how many bigger sites got access to the game.

TBH this is the best use of RTX that I have seen so far. Much better than the fancy reflections that Battlefield V offered.

I'd also argue that Metro's use of screen space reflections is also better than Battlefield V on water. Very impressed by how they have worked around the limitations of SSR to make something that looks so solid and minimises the downsides.
 
Wow, RTX on looks stunning. What a difference.

But DLSS, I've seen other reviews of the performance where they took screenshots of an image that was more picturesque and serene, something with foliage, and I preferred the affect of it on, but in a different way than I would be used to in games. It appeared more muted, more dark and dirgy, something that would suit a game like this. It blurred the image, but in a good way, and not just because it got rid of the jaggies.

The images you posted though, DLSS looks pretty bad.
 
I watched a 1hr presentation on the RTX in this and yeah, massive difference.

So excited. I have three days off now to play it woooo.
 
Sweet article dude.

I must admit I am surprised by the quality of DLSS here based on what I've seen on the net in other games. I'd be interested to see whatever the native resolution DLSS is using vs DLSS upscaling. Doesn't feel like it's working too well here but would need that comparison to tell.
 
Sweet article dude.

I must admit I am surprised by the quality of DLSS here based on what I've seen on the net in other games. I'd be interested to see whatever the native resolution DLSS is using vs DLSS upscaling. Doesn't feel like it's working too well here but would need that comparison to tell.

I hope to get something up today to see if the quality of DLSS has improved with Metro's day-1 patch and Nvidia's latest drivers.

I will report back when that is done. The tricky thing about DLSS is that the more info Nvidia feeds into the algorithm, the better the results could be. Obviously it is easier for games to look better with a blurry implementation of TAA, but I think it is worth checking to see how things work now that Nvidia and 4A Games have had a chance to polish things a little more.
 
Bah no preload and I am on a slow connection :(

I could have downloaded that overnight. That definitely needs to be addressed.

Edit in. OK so I finally crumbled and looked at the DLSS on and off pics. God, that is nasty. I didn't look before because I didn't want to see any pics of the game (I've been deliberately watching as little as possible so far). But yeah, that is bad. The difference in the gun sight is just insane. Distant objects don't matter so much, but they've blurred the whole lot to Jeffries.
 
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Beautiful game. Does stutter a bit though, I think it's my CPU.

Put in about an hour so far. Will start digging in tomorrow.

Oh and they were bang on. It's a GPU cooker alright. Straight to 65c and a hot waft of air and loads of noise from the Devil. I forgot how annoying air cooled GPUs were !

Edit. Well I nailed down the stutter. It's whenever it loads a new scene, so it could be my CPU, 8gb of RAM (max settings DX12 1080p) or slow hard drive. It doesn't affect the actual gameplay though so that's cool. I would still like the option of running the sodding benchmark though. Any answers on that greatly appreciated.

Good game so far. Absolutely stunning to look at and far more open than the first two. I will say though that you really need to have played at least one to sort of get into the story.
 
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Beautiful game. Does stutter a bit though, I think it's my CPU.

Put in about an hour so far. Will start digging in tomorrow.

Oh and they were bang on. It's a GPU cooker alright. Straight to 65c and a hot waft of air and loads of noise from the Devil. I forgot how annoying air cooled GPUs were !

Edit. Well I nailed down the stutter. It's whenever it loads a new scene, so it could be my CPU, 8gb of RAM (max settings DX12 1080p) or slow hard drive. It doesn't affect the actual gameplay though so that's cool. I would still like the option of running the sodding benchmark though. Any answers on that greatly appreciated.

Good game so far. Absolutely stunning to look at and far more open than the first two. I will say though that you really need to have played at least one to sort of get into the story.

Cpu sounds ok. Ram too. But if you are on an HDD, i suspect that can be a hindrance with todays games. Especially something so data heavy as this.
 
Huzzah! I fixed the stuttering and have all but eliminated it by closing MSI AB and Rivatuner. I must uninstall those as Wattman does the work.

This game is class. Graphics really are astounding and fabric is very impressive when flapping about in the wind. Don't like how it almost convinces you that the only way across the water is via the cable, but after an hour or so of confusion I've now made it across.

You can really smell the GPU heating up though lmao.
 
Im tempted by this, but should have played the first two?

The first two are great games, definitely worth trying out if you are interested in the franchise. TBH it adds to the 3rd one if you have a better idea if what happens before, though it is not necessary. At least watch some sort of summery video before playing Exodus.
 
It tells you what happened in Last Light at the beginning. The game kicks off from there. In short though (and this isn't a spoiler) you spent your time in tunnels most of the time in LL. You only ventured out for short periods because the air was so bad you needed a mask.

That's all you need to know to get into this one, as that was the story. You'll soon learn who every one is :)

Edit. Just don't skip the cut scenes. Remember - this game is all about story as the combat can be a bit weak and it relies heavily on the awesome story.
 
With the results in BFV and Metro Exodus so far, DLSS has turned out to be a pretty big disappointment. Sure your framerate gets a pretty good boost but the blurriness just kills any of the benefits of the technology.

Maybe Nvidia could use the Tensor cores to accelerate PhysX to give us a reason to be happy that we have the cores there.
 
Tensor cores are for doing fused-multiply add(A x B + C) operations on matrices(arrays of numbers), they work best on 4x4 matrices of half precision input with full precision addition & output values. There are definitely a wide variety of possible uses for them besides neural network inferencing including lots of mixed precision calculations that we first saw introduced to gaming with the PS4pro's modified GCN architecture iirc:
https://devblogs.nvidia.com/tensor-cores-mixed-precision-scientific-computing/
Of course, VegaII is also particularly strong at this kind of operation, so maybe we could start to see games use these execution units more, but the use cases where they'd be truly valuable for now would still be quite rare especially when there's so much other new tech around.
 
With the results in BFV and Metro Exodus so far, DLSS has turned out to be a pretty big disappointment. Sure your framerate gets a pretty good boost but the blurriness just kills any of the benefits of the technology.

Maybe Nvidia could use the Tensor cores to accelerate PhysX to give us a reason to be happy that we have the cores there.

Can I ask, is that your personal experience with BFV and Exodus and your own testing or just what you've seen from a few screenshots?
 
Well I have seen it in person on a 2080 at least. Screenshots dont do it justice, but its not impressive at all.

Yeah, I don't wanna be accusatory, but I wonder how many of the ones saying how terrible it is have actually experienced it first-hand for a reasonable amount of time and have come to an accurate conclusion themselves. That said, more and more people who have experienced it first-hand are repeating the same thing so it's likely it really is bad. I just can't say for sure until I see it myself. And the likelihood is I won't.

I can't see DLSS taking off or going much further. Nvidia will improve the AI and reduce blurriness or decrease overhead, but unless consoles start adopting it or some key factor of it, or it becomes a genuine and all-inclusive alternative to more traditional anti-aliasing techniques, it doesn't strike me as a technology that will become mainstream or an integral part of a game and its engine. It seems to me like it's more of a way in which to increase Turing prices (by adding already-developed Tensor cores that are highly profitable in automated fields) and reducing RTX overhead in defence of its incredible demands and Turing's immaturity as a RT architecture.
 
Well, while DLSS is a proprietary version, we could start seeing more open DirectML based alternatives with its proper launch this year, both AMD & NVidia's latest shipping hardware is set to have support so we can expect it in console. The operations performed by tensor cores are a critical part of all GPU vendors because their biggest market now is AI, so they're likely to stick, besides that there is a wide range of viable uses for AI/NN inferencing within gaming, whether that's with procedural generation, more advanced in-game AI decision making, or a wide variety of compression/filter techniques like this for improving the performance of audio & visuals without much loss in quality.

I think the only issue with DLSS so far is its been sold too much as an image quality thing(Which is pretty subjective with AA anyway I guess) rather than a free-performance kinda thing, because at the end of the day DLSS is still a corner-cutting technique and essentially delivers the benefits of reducing your rendering resolution without nearly as much loss in visual fidelity.
 
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