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Digital Foundry Tech Interview: Metro Exodus, ray tracing and the 4A Engine's open world upgrades

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  1. nothis
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    I could never get into those Russian misery-simulators. Partially I just find the setting depressing. But even as their role as the peak of PC graphics, I think they are too narrow in their focus,...

    I could never get into those Russian misery-simulators. Partially I just find the setting depressing. But even as their role as the peak of PC graphics, I think they are too narrow in their focus, namely cranking up numeric stats (resolution, polycount, etc) and checking some boxes (motion blur, ray-tracing, etc) without it really making the result look better. All the Metro games look the same, just with texture resolution doubled. I see them mentioning ray tracing, but in the hyper-noisy texturing, you don't fucking see it (which is a shame, since it's the one thing this hardware generation truly does better). Meanwhile, character's eyes still look dead while talking. Floors still look videogame-flat (even thought the textures covering them seem to have infinite resolution). There's insane tesselation on objects, but it just rounds the corners of slightly artificial looking shapes. It's ticking all the boxes in what's possible with shaderwork but somehow it still looks more like a stiff "videogame world" than technically less advanced titles that use their resources in a more clever way. It's a bit of a mess.

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