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Metro: Last Light PC performance thread

Sethos

Banned
I really liked the 4xSMAA option Crysis 3 had, but it used MSAA to some extent, so I guess it's more work than it's worth to implement.

https://twitter.com/CRYTEK_TIAGO/status/306447856473092096

Hmmm, sounds odd. Now the question is; does SMAA native require that much work or is it purely a CE design thing.

Then again, TXAA works exactly the same way; requiring a native implementation and it's pretty hard to backwards implement that -- Might be that he's referring to.
 

Smokey

Member
3D and Surround, damn!!! cant wait to hear how the frame rate suffers.

I also have a 3 screen setup but only with 1 measly 7970, will post my results once the game is fully downloaded.

It sounds like the game runs something terrible on AMD hardware. So I'm curious to see your results and how eyefinity compares.

I realize my setup probably isn't that common, but rarely do you see nvidia offer numbers for surround or 3d surround. I try and provide some point of reference for the few others that have these types of setups.
 
Since no one here is visting the main thread... anyone know how to stealth take down without killing?

I do not want to knife everyone to death!
 
It sounds like the game runs something terrible on AMD hardware. So I'm curious to see your results and how eyefinity compares.

I realize my setup probably isn't that common, but rarely do you see nvidia offer numbers for surround or 3d surround so I try and provide some point of reference for the few others that have these types of setups.

dang, I was hoping it would run well on my 7970 :(

will try once I get home
 

haikira

Member
Since no one here is visting the main thread... anyone know how to stealth take down without killing?

I do not want to knife everyone to death!

I've only played a few minutes in the game myself and can't answer out of experience. But i'm pretty sure I've seen some people melee with the weapon they were holding, in quick look videos. Perhaps you can use that from behind to knock people out?
 

KKRT00

Member
I really liked the 4xSMAA option Crysis 3 had, but it used MSAA to some extent, so I guess it's more work than it's worth to implement.

https://twitter.com/CRYTEK_TIAGO/status/306447856473092096

Hmmm, sounds odd. Now the question is; does SMAA native require that much work or is it purely a CE design thing.

Then again, TXAA works exactly the same way; requiring a native implementation and it's pretty hard to backwards implement that -- Might be that he's referring to.

The problem was MSAA component which have to be implemented in correct way into rendering pipeline to have decent performance and no bugs. Basically if game has decent deferred MSAA option [like BF 3 for example], implementing SMAA 4x is piece of cake. Other SMAA modes 1x and T2x are just shaders, like FXAA or MLAA, so they arent problematic at all.
Also CE 3 is different than CE 3.5, because its full deferred where CE 3.5 is hybrid [deferred mostly with some forward handling] and because some part of rendered is forward MSAA is cheaper than it would be in C2.
iNIoJNiemaZNx.jpg

Good news is that every game based on CryEngine 3.5 and higher will have all Crysis 3 AA modes available, because they are hard-coded into the engine, its just engine preset flag now :)
Frostbite 3 games should have SMAA support too.
 

scitek

Member
The problem was MSAA component which have to be implemented in correct way into rendering pipeline to have decent performance and no bugs. Basically if game has decent deferred MSAA option [like BF 3 for example], implementing SMAA 4x is piece of cake. Other SMAA modes 1x and T2x are just shaders, like FXAA or MLAA, so they arent problematic at all.
Also CE 3 is different than CE 3.5, because its full deferred where CE 3.5 is hybrid [deferred mostly with some forward handling] and because some part of rendered is forward MSAA is cheaper than it would be in C2.
Good news is that every game based on CryEngine 3.5 and higher will have all Crysis 3 AA modes available, because they are hard-coded into the engine, its just engine preset flag now :)
Frostbite 3 games should have SMAA support too.

Oh shit, it kinda makes me hope Shadow of the Eternals reaches its Kickstarter goal lol

EDIT: On-topic, didn't 2033 have MSAA support? Surely they could've implemented SMAA with it.
 

Smokey

Member
Oh shit, it kinda makes me hope Shadow of the Eternals reaches its Kickstarter goal lol

EDIT: On-topic, didn't 2033 have MSAA support? Surely they could've implemented SMAA with it.

Yeah it did. Something about a new rendering process made msaa unfeasible is time around.
 
3570k 4.7ghz
2way 670 2gb sli

In the benchmark Im maxed on settings with 2xssaa and advanced physx and u average 46fps at 1080p. Does that seen about right?
 

scitek

Member
Here's all the console commands I could find if you guys wanna try and add them to your cfg files and play around.




 

Aquanox

Junior Member
The problem was MSAA component which have to be implemented in correct way into rendering pipeline to have decent performance and no bugs. Basically if game has decent deferred MSAA option [like BF 3 for example], implementing SMAA 4x is piece of cake. Other SMAA modes 1x and T2x are just shaders, like FXAA or MLAA, so they arent problematic at all.
Also CE 3 is different than CE 3.5, because its full deferred where CE 3.5 is hybrid [deferred mostly with some forward handling] and because some part of rendered is forward MSAA is cheaper than it would be in C2.


Good news is that every game based on CryEngine 3.5 and higher will have all Crysis 3 AA modes available, because they are hard-coded into the engine, its just engine preset flag now :)
Frostbite 3 games should have SMAA support too.

Nice to see someone going on the right direction ;)
 

dark10x

Digital Foundry pixel pusher
Game runs infinitely better than 2033. I can hardly believe it, to be honest. They've really come a long way.

That said, the multimonitor problem is a real pain in the ass. I can't play it on my TV at the moment as a result. :\
 

KKRT00

Member
Here's all the console commands I could find if you guys wanna try and add them to your cfg files and play around.

img stuff

Interesting commands i found:
r_gi [there is global illumination for outdoors it seems]
r_ssaa_auto - dynamic SSAA?
r_speed_nul - game speed, range from 0-100, float so maybe You can use it for slowmotion like t_scale in Crysis games
ranger_game_mode - 0/1 = 5$ dlc toggle? :p
r_supersample - range from 0.25 to 4
target_fps - fps limiter? default value is 1000, range from 1-1000

No fov though xD
 

Wag

Member
Hard to believe you need 3 Titans to run this game well on a 2560x1440 display.

I guess it's time to save up for another Titan.:p
 
Game runs infinitely better than 2033. I can hardly believe it, to be honest. They've really come a long way.

That said, the multimonitor problem is a real pain in the ass. I can't play it on my TV at the moment as a result. :

same/ sucks for us couch PC gaffers /plus I forgot where I put the Dvi cable for my monitor. :/
 

scitek

Member
BTW for anyone not good at math, running Supersampling at less than 1x (i.e. 0.5x) means you're playing below your native resolution. Don't do that.
 

Bi50N

Member
I come bearing FOV news from 4A.

We're aware the community have been asking for a 'Field of View' slider for Metro: Last Light. Unfortunately, this was not as simple a thing to implement as it might appear!

The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible.

In addition, all the game's first-person cut scenes and cinematics and each and every animation involving Artyom's hands - idle weapon animations, reloads, ladder climbing, melee attacks etc, - were created assuming the same, fixed field of view.

Changing the FOV would break all the cut-scenes and animations - you would be able to see inside Artyom's arms, or they would appear to float in the air in front of you. Or worse.

We had considered offering three FOV pre-sets, but this would still require significant work to re-do every animation, adjust the HUD and UI and other seemingly small but incredibly time consuming tasks.

Even with a wider but still fixed field of view, Artyom's hands would look too far away. We know - we tried.

Game performance is also tied to FOV - the amount of geometric detail we put in each scene has been partly determined by this set FOV, and setting a wider FOV would have a performance impact.

We understand this issue is important to many people, and we have been looking at possible solutions.

In the immediate term - the next title update, due in the next few days will allow you to directly change the FOV in the .cfg files.

This may well trigger a number of issues listed above - you have been warned!

- 4A Games
 
I come bearing FOV news from 4A.

We're aware the community have been asking for a 'Field of View' slider for Metro: Last Light. Unfortunately, this was not as simple a thing to implement as it might appear!

The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible.

In addition, all the game's first-person cut scenes and cinematics and each and every animation involving Artyom's hands - idle weapon animations, reloads, ladder climbing, melee attacks etc, - were created assuming the same, fixed field of view.

Changing the FOV would break all the cut-scenes and animations - you would be able to see inside Artyom's arms, or they would appear to float in the air in front of you. Or worse.

We had considered offering three FOV pre-sets, but this would still require significant work to re-do every animation, adjust the HUD and UI and other seemingly small but incredibly time consuming tasks.

Even with a wider but still fixed field of view, Artyom's hands would look too far away. We know - we tried.

Game performance is also tied to FOV - the amount of geometric detail we put in each scene has been partly determined by this set FOV, and setting a wider FOV would have a performance impact.

We understand this issue is important to many people, and we have been looking at possible solutions.

In the immediate term - the next title update, due in the next few days will allow you to directly change the FOV in the .cfg files.

This may well trigger a number of issues listed above - you have been warned!

- 4A Games
Yeah as soon as I started playing it I realised why the FOV was locked, there is a lot happening to try maintain that First Person feeling the way you see Artyom's hands grab ledges etc.

But at least you guys are giving people the chance to change it. Personally after a few hours I hardly notice that it's so low
 

KKRT00

Member
BTW for anyone not good at math, running Supersampling at less than 1x (i.e. 0.5x) means you're playing below your native resolution. Don't do that.

Yep, it would be the same situation as with COD:Modern Warfare 3 where people would use image quality preset: Extra instead of Native :p It was fun time in screenshots thread.

---
@Bi50N
As long as people wont go crazy with it, it shouldnt be a problem. Most people want higher fov, so all watch/ammo elements will be visibles, but in cutscenes if You dont animate whole body there could be some graphical issues.

--
That's also in the options menu, there's an Auto setting.

Nice, can You specify the range?
 

Xyber

Member
I just can't get the benchmark to run. Just a second or so after I start the .exe the program stops responding. The game itself starts without any issues though.

Anyone else had this problem?
 

naib

Member
opy55lI.jpg


So does this run better than Metro 2033?
I just recently got a new 670FTW(with Last Light bundled) and was pretty disappointed with how 2033 performed. Didn't seem much better than the 560ti I came from.

Anyway, kicked off the pre-load last night. Will report my findings this eve.
 

puzl

Banned
I come bearing FOV news from 4A.

We're aware the community have been asking for a 'Field of View' slider for Metro: Last Light. Unfortunately, this was not as simple a thing to implement as it might appear!

The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible.

In addition, all the game's first-person cut scenes and cinematics and each and every animation involving Artyom's hands - idle weapon animations, reloads, ladder climbing, melee attacks etc, - were created assuming the same, fixed field of view.

Changing the FOV would break all the cut-scenes and animations - you would be able to see inside Artyom's arms, or they would appear to float in the air in front of you. Or worse.

We had considered offering three FOV pre-sets, but this would still require significant work to re-do every animation, adjust the HUD and UI and other seemingly small but incredibly time consuming tasks.

Even with a wider but still fixed field of view, Artyom's hands would look too far away. We know - we tried.

Game performance is also tied to FOV - the amount of geometric detail we put in each scene has been partly determined by this set FOV, and setting a wider FOV would have a performance impact.

We understand this issue is important to many people, and we have been looking at possible solutions.

In the immediate term - the next title update, due in the next few days will allow you to directly change the FOV in the .cfg files.

This may well trigger a number of issues listed above - you have been warned!

- 4A Games

I think most people expect some kind of visual anomalies with larger fov's, especially with player models/guns so it's not such a big deal. I'm just happy knowing we can eventually change it so it makes the game less vomit inducing.

I do wish these devs would learn that 90 is a much better fixed FOV than 60/70 though. The line about performance is very telling and it's obvious they designed the narrow FOV with console limitations in mind.
 

Xyber

Member
So does this run better than Metro 2033?
I just recently got a new 670FTW(with Last Light bundled) and was pretty disappointed with how 2033 performed. Didn't seem much better than the 560ti I came from.

Anyway, kicked off the pre-load last night. Will report my findings this eve.

Yes, to me it runs better. I only ran 2033 for a few minutes the other week when I got my 680, but this feels much better. Everything maxed out except SSAA at 1080p and I got 78fps on average at the start until you got to the new section with the train.
 

Sethos

Banned
Game performance is also tied to FOV - the amount of geometric detail we put in each scene has been partly determined by this set FOV, and setting a wider FOV would have a performance impact.

When will you let me have my freedom, mom.
 
I come bearing FOV news from 4A.

We're aware the community have been asking for a 'Field of View' slider for Metro: Last Light. Unfortunately, this was not as simple a thing to implement as it might appear!

The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible.

In addition, all the game's first-person cut scenes and cinematics and each and every animation involving Artyom's hands - idle weapon animations, reloads, ladder climbing, melee attacks etc, - were created assuming the same, fixed field of view.

Changing the FOV would break all the cut-scenes and animations - you would be able to see inside Artyom's arms, or they would appear to float in the air in front of you. Or worse.

We had considered offering three FOV pre-sets, but this would still require significant work to re-do every animation, adjust the HUD and UI and other seemingly small but incredibly time consuming tasks.

Even with a wider but still fixed field of view, Artyom's hands would look too far away. We know - we tried.

Game performance is also tied to FOV - the amount of geometric detail we put in each scene has been partly determined by this set FOV, and setting a wider FOV would have a performance impact.

We understand this issue is important to many people, and we have been looking at possible solutions.

In the immediate term - the next title update, due in the next few days will allow you to directly change the FOV in the .cfg files.

This may well trigger a number of issues listed above - you have been warned!

- 4A Games

The thing is you should have designed the game with a bit higher FoV in the first place. Then this wouldn't be an issue.
 
So does this run better than Metro 2033?
I just recently got a new 670FTW(with Last Light bundled) and was pretty disappointed with how 2033 performed. Didn't seem much better than the 560ti I came from.

Anyway, kicked off the pre-load last night. Will report my findings this eve.
It runs soooo much better from what I can tell so far. 2033 used to dip and tank every now and then and some areas had really poor performance especially with lots of lighting taking place.

On my 670 I rarely go below 50 fps, I dipped to 35 (lowest so far) but there was a lot on screen and it was only for a second. I'm very impressed with how it runs
 
D

Deleted member 17706

Unconfirmed Member
Anyone else on a Radeon card experiencing weird flickering/glitching shadows? I had that in the intro sequence last night and immediately stopped playing because I didn't want to deal with it.

Running a i5 2500k @ 4.2ghz, Radeon 7970 and 16GB of RAM on Windows 7.
 

Calmine

Member
Anyone else on a Radeon card experiencing weird flickering/glitching shadows? I had that in the intro sequence last night and immediately stopped playing because I didn't want to deal with it.

Running a i5 2500k @ 4.2ghz, Radeon 7970 and 16GB of RAM on Windows 7.

Yes im getting this too. Its an amd problem. The only fix is to put it in DX9 mode in the games cfg.
 

naib

Member
Yes, to me it runs better. I only ran 2033 for a few minutes the other week when I got my 680, but this feels much better. Everything maxed out except SSAA at 1080p and I got 78fps on average at the start until you got to the new section with the train.

jacksepticeye said:
It runs soooo much better from what I can tell so far. 2033 used to dip and tank every now and then and some areas had really poor performance especially with lots of lighting taking place.

On my 670 I rarely go below 50 fps, I dipped to 35 (lowest so far) but there was a lot on screen and it was only for a second. I'm very impressed with how it runs

Great news! Thanks y'all.
 
Anyone with a brain would prefer using FXAA or MSAA and use the extra power (if any) to improve resolution, or go multimonitor.

Adding a cheap, useless option? I don't agree. Do you? Well... I honestly don't care.

End of the Story.

Here is nvidia's take on why they used SSAA:

Anti-Aliasing: Now Supersampled

By default, Metro: Last Light utilizes 4A’s proprietary Analytical Anti-Aliasing (AAA) to lessen the impact of jagged, aliased edges on geometry, objects, characters, transparent textures, and all other screen elements. A combination of FXAA and 4A tech, AAA improves upon other post-processing anti-aliasing techniques by doubling the internal resolution of the picture using pattern and shape detection, and downsampling the post-processed result back to the user’s screen resolution, resulting in an anti-aliased image that is far smoother and clearer than traditional post-process techniques can create.

In Metro 2033, players could utilize Multisample Anti-Aliasing (MSAA) instead of Analytical Anti-Aliasing to generate an even sharper, less aliased image. Unfortunately, due to 2033’s deferred lighting, the performance impact of MSAA was tremendous, making its use unfeasible on anything other than a three or four multi-GPU system when every other setting was enabled and maxed out. For Last Light, 4A has replaced Multisample Anti-Aliasing with Supersampling Anti-Aliasing (SSAA), which creates a significantly smoother, more detailed image by internally rendering every element of the screen at a higher resolution.

Source.

Personally, I prefer to have SSAA as an option than anything else, but I wish there was a way to turn OFF their built-in AA when using it.
 

teokrazia

Member
CPU: i5 2500k@default
GPU: GTX 670 Windforce 3x
RAM: 8 GB DDR3
Resolution: 1920x1080

66g3Api.jpg


The game was crashing like a bitch.
I've tried almost everything, without much success, until I switched back to 320.14 drivers (installed in the first place, giving me just crashes & crashes & crashes...) and, puff, it started to work like a charm. O_O
 
The thing is you should have designed the game with a bit higher FoV in the first place. Then this wouldn't be an issue.

They probably had to go with this horse blinder fov for the performance on the consoles...

Anyhow, excuses for poor design are still just that, excuses and poor design.

And oh look another game that is broken on AMD, what a surprise.
 

BossLackey

Gold Member
Pretty sure my PC would explode if I got this game anywhere near it. Some of you guys have pretty impressive rigs.
 

Ricker

Member
Everybody's been complaining of crashes and not starting properly, my game has run flawlessly so far

Same here but on my 560Ti I think I will have to turn SSAA off,I tried setting it at auto but even if the screen goes black for a few seconds and asks me if I want to keep those settings,it back to off...running at 1080p,very high,16x AF,vsinch on,it was decent and looked pretty good with SSAA at 4X until I got outside...had to bring down to 2X and even then,it was crawling...I will keep playing with some stuff to make it run smoother...maybe if I turn advanced PhysX off also...

i7,CPU 870@2.93GHz
8.00 GO Ram.(DDR5)
W8 64.
560Ti 1024 MO.
 

Alexios

Cores, shaders and BIOS oh my!
I got it unlocked with VPN but forgot to get the DLC before reverting to offline mode, oh well. There's a hardcore mode, what would Ranger do differently?

Also, are there no custom/advanced visual settings or am I just not seeing that option?

Very High settings are too much for my PC (3770K stock, 7970 3GB OC, 16GB DDR3), at least before any patches, but anything less makes things like fog look like utter shit.

And yeah, the shadow glitch and hitching all over the place are awful. I don't get it, it's like the GPU stops working when they happen, its fan just stops being heard for split seconds.

Edit: lol, the benchmark went as low as 4.x fps with everything maxed (no AA, obviously, no Titan or dual GPUs here) and physx on.

The same scene without physx only goes down to the 20s for a couple seconds, a lot of the time around 30 and where there's less action over 40. Average framerate: 39.81 (limited to 59 fps max with Afterburner).

The minimum framerate was still reported 3.93 though, due to all the hitches and mini stutters the game gets regardless of frame rate, I hope it's all fixed as outside issues it seems decently optimized given the above.

Well, assuming the rest of the full game can run like that of course, because even though this should be a taxing benchmark some of the areas in the very beginning I went through suffered lower framerate more often.

Edit: settings on medium/normal get 52.76 average framerate, the same stutters in the beginning and only in an one second sequence did it go down to 24fps. I'd like to mix and match settings to suit me. Also, patches.
 
CPU: i5 750 @ 4.0GHz
GPU: EVGA GTX 670 2GB (110%/+100/+100) benchmark ran @ 1130mhz
RAM: 12GB DDR3 1600
Resolution: 1440x900 19"
Settings: Resolution: 1440 x 900; DirectX: DirectX 11; Quality: Very High; Texture filtering: AF 16X; Advanced PhysX: Enabled; Tesselation: Not supported; Motion Blur: Normal; SSAA: ON;
Framerate: 38.1 fps avg, 90.02 fps max, 15.71 fps min

everything maxed out w/ SSAA above. the most intense firefight ran around the 27-33 fps

everything maxed out w/o SSAA = 53 fps avg, 108.37 fps max, 9.61 fps min. the most intense firefight ran around 35-45 fps.
 
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