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Metro: Last Light PC performance thread

I'm locking this down to 30fps which I don't mind doing as I played Metro 2033 the same way fully maxed. My rig:

i5 2500k @4.5ghz
GTX 680 2GB
8GB Ram

Game runs at a locked 30 at max settings but I'm getting some mild stutter as I walk around. It's not /bad/ but its just a hitch here and there. Anyone else seeing that?
 

Alexios

Cores, shaders and BIOS oh my!
I hope tweakguides.com does a guide for this, I'd also like to see the visual difference comparisons between the various tessellation settings that it usually does well, I find it barely noticable in normal gameplay and even when I sat and stared at a helmet or a bald guy and messed with the settings I couldn't really see a difference between normal and higher (unless higher just makes the view distance of tessellation longer). But yeah, need patches badly, to smooth things out, fix the hitching, the rest AMD issues, and maybe add some customized options because I really don't want less than Very High for fog, it looks worse than much older games' fog.
 

loganclaws

Plane Escape Torment
Hey guys, I just finished Metro 2033 two days ago and on my rig I was able to max it out and get constant 60 fps. My rig is below, do you think I can max out Metro 2034 and have constant 60fps?

i5 2500k @ 4.6GHz
2x GTX680 in SLI
4 GB Ram

Thanks!

Edit: I had advanced depth of field disabled because it was a crazy resource hog in Metro 2033.
 

Mr. Plankton

Neo Member
Anyone else getting stuttering issues?

i5 2500K @ 4.2 GHz
GX 670 Power Edition SLI
8GB DDR3 RAM @ 1600 MHz
1TB SATA III HDD

Driver version: 320.14 (No change with 314.22.)
Settings: 1920 X 1080, SSAA 2x, everything else is maxed out, V-sync forced on via NVCP.
 

Xyber

Member
Anyone else getting stuttering issues?

i5 2500K @ 4.2 GHz
GX 670 Power Edition SLI
8GB DDR3 RAM @ 1600 MHz
1TB SATA III HDD

Driver version: 320.14 (No change with 314.22.)
Settings: 1920 X 1080, SSAA 2x, everything else is maxed out, V-sync forced on via NVCP.

I noticed some stuttering as well, nothing too bad but every now and then it happened. 680 with 320.14 here as well.
 

FlyinJ

Douchebag. Yes, me.
Is there an explanation of the difference between "high" and "very high"?

I get a solid 60fps @ 1080p on "high", but it drops all the way down to 25-30fps on "very high". And I can't discern the difference graphically between the two modes.


This is on a 660ti.
 

Alexios

Cores, shaders and BIOS oh my!
Is there an explanation of the difference between "high" and "very high"?

I get a solid 60fps @ 1080p on "high", but it drops all the way down to 25-30fps on "very high". And I can't discern the difference graphically between the two modes.


This is on a 660ti.
Fog looks like shit with less than Very High (like in the starting area you go through a room with fog on the floor, btw is that interactive with physx on?), that's all I know.

Locked my game back up, hopefully there will be some patches by the time they unlock it on PAL.
 
GameGPU just posted their review.

Max/No AA at 1080p:

metr%201920.jpg


Max/SSAA at 1080p:

metro%201920%20aa.jpg


Max/SSAA/Physx at 1080p:

metro%201920%20x.jpg


Really nice review, the rest is here:

http://gamegpu.ru/action-/-fps-/-tps/metro-last-light-test-gpu.html
 
Strange. My game is no longer launching at all and freezes with an 800X600 screen. Then it changes my desktop resolution...

Quite strange
 
If the 690 gets 46fps with everything in then i guess Im good with my two gigabyte 670s seeing as Im getting 47fps as my average. Guess I'll cut off ssaa
 

Elsolar

Member
No MSAA because "due to 2033’s deferred lighting, the performance impact of MSAA was tremendous", but built-in SSAA? Give me a break. If you didn't have the time or money to implement multi-sampling then fine, but don't patronize us.
 

d00d3n

Member
This may be unfounded BS type subjectiveness, but the game feels a lot smoother to me w vsync activated. Switching between vsync and no vsync in the no combat intro it is a very obvious difference, and I am not talking about the absence of tearing. Anyone else noticing this? Maybe something related to fps limiting? The game was almost unplayable, but feels great now that vsync is activated.

System: i5 3570k, 8gb ram, geforce gtx 580 sli (1.5gb), win7 74 bit, ssd install, steam version.

Settings: 1080p, very high preset, normal motion blur, 16xaf, no ssaa, tesselation very high, physx on, vsync on.

In the benchmark with the settings above but no vsync I got min fps 9, max 80, avg 50.
 
Fog looks like shit with less than Very High (like in the starting area you go through a room with fog on the floor, btw is that interactive with physx on?), that's all I know.

Locked my game back up, hopefully there will be some patches by the time they unlock it on PAL.

Yeah it is interactive. It's like Arkham City's floor fog. It sort of dissipates when you walk through it.

The fog is definitely of lower quality than 2033's but I think the effect is still there more or less and it still looks nice (on very high of course) and the extra performance is always nice.
 

Elsolar

Member
This may be unfounded BS type subjectiveness, but the game feels a lot smoother to me w vsync activated. Switching between vsync and no vsync in the no combat intro it is a very obvious difference, and I am not talking about the absence of tearing. Anyone else noticing this? Maybe something related to fps limiting? The game was almost unplayable, but feels great now that vsync is activated.

System: i5 3570k, 8gb ram, geforce gtx 580 sli (1.5gb), win7 74 bit, ssd install, steam version.

Settings: 1080p, very high preset, normal motion blur, 16xaf, no ssaa, tesselation very high, physx on, vsync on.

In the benchmark with the settings above but no vsync I got min fps 9, max 80, avg 50.

It's probably because Vsync locks your framerate. A constant 30 fps will feel a lot smoother than if you're constantly jumping between ~30 and ~45 (for example).
 

Dizzy

Banned
I just started the first game. It looks amazing but it's disappointing how you can't change individual graphics settings. Is this game the same?
 
Yes. :\ ( Only worse because now they don't even explain each preset what enables or disables )

Unbelievable isn't it?

Yeah at least 2033 has a big box below saying what was being turned on and off, this time it's so extremely minimal that if the game didn't look so good or run so well I would be pretty annoyed :p
 

kamspy

Member
Textures look like shit. Graphics as a whole compared to 2033 are pretty much a nightmare scenario.

As bad or worse than Crysis 1 ~2.
 

Alexios

Cores, shaders and BIOS oh my!
Yeah... I guess it's that last setting that makes fog shitty on anything less than Very High?

Sigh... I want physx... But I'll settle for good performance without it if they at least fix the rest for AMD cards... Surely the 7970 should reach the 670.

Seeing those tessellation comparisons, some objects look weird with it on, did they do it automatically like that truform crap rather than sculpt the high detail objects themselves?

Like those chairs, a portion of their top arch isn't smoothed out fully and their backs and seats get fatter... And that lever handle just gets fat... They don't have character close ups though.
 
D

Deleted member 17706

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

Well, that sure does suck. I think I'll wait a bit for a patch and/or driver update before playing this.
 

Durante

Member
No MSAA because "due to 2033’s deferred lighting, the performance impact of MSAA was tremendous", but built-in SSAA? Give me a break. If you didn't have the time or money to implement multi-sampling then fine, but don't patronize us.
I agree with this. Simply increasing the resolution of your rendertargets is extremely cheap in terms of implementation, but almost never the most cost-effective AA solution.
 

Xyber

Member
You can turn settings on/off in a config file, just like we'll soon be able to adjust the FOV.

Unless I'm missing something, you can't actually edit most of those stuff in that picture to your liking. Like only turning down shadow resolution one step etc. I don't think I can see anything in that config that I can't change in the game actually.
 
I think the game looks great for the most part, but does anyone here know why they toned down the smoke so much? Just for performance, seems absurd to not leave in the option to have it work like the original game.
 

scitek

Member
Unless I'm missing something, you can't actually edit most of those stuff in that picture to your liking. Like only turning down shadow resolution one step etc. I don't think I can see anything in that config that I can't change in the game actually.

Try looking through the list of commands I posted and adding them to the config.

Also, turning it to DX9 likely just turns off a lot of features just like in Tomb Raider. I wouldn't expect DX11 to run like it regardless of what patches come along.
 

I'm well aware of geforce's article. You are missing the point; the menu is designed as that of a cheap console port. Remember how we called out Crytek for giving us only "normal, high, very high" (or whatever they were called) options in Crysis 2? And with zero explanation what each option does?

It's just unbelievable how after the disappointing preset-based options of Metro 2033 and the "recent" Crysis 2 incident, they did nothing to address this in the sequel.

I mean even Crytek got their shit together eventually LOL
 

Mr. Plankton

Neo Member
Unbelievable, this game still has the micro-stuttering BS that plagued the first one. It just randomly decides to micro-stutter at certain points. Any ideas on how to fix it?
 

DocSeuss

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

That's nice.

But I don't care (I mean, I do, about the fix, but not about the reasoning).

I get headaches playing games with FOVs narrower than 90. Generally, my comfort zone, on my 27" monitor, is at 110 degrees, whilst it's at 90 for my 17", 1600*900 laptop.

Truth be told, I'm kind of getting, well, genuinely aggravated at developers who continually do this. In Valve's case, they've quite literally removed the FOV slider from their most recent games. Other developers have had improper FOV support, like Arkane, but they've gone on to fix it. Some just leave tweaks in there for the players, like Bethesda (but it resets every time I save, and doesn't seem to take affect if I edit the inis).

Seriously, guys, focus on helping all of us people with headache issues before worrying about other stuff, would you? I'd super appreciate it. It's literally, like, the first and most important thing in any first-person game out there.

In a third-person game, back the camera up, like in the older games. Let me see my feet again, and help me not have headaches. Please. That'd be nice--really, genuinely nice, no sarcasm.

/rant over
 

Xyber

Member
This is from the area you get to after you're outside for the first time (to not spoil anything, because it was a pretty cool bit).

Here are the frame times.
DtRyZAe.png


You can see the random spikes throughout the whole sequence.

Here's from another more demanding scene, less spikes in this one.
OMfs4hu.png


Settings are 1920x1080, everything maxed except no SSAA. 680DCII TOP@1240MHz i5 2500k@4,6GHz
 

dgenx

Made an agreement with another GAF member, refused to honor it because he was broke, but then had no problem continuing to buy video games.
will this run in my mac book retina 15?

quad i7 2.4
gtx 560m
8 gigs ram
 
So you're saying 2033 looks better? I don't agree with that at all.

You would have to be insane to imagine that the first one looks better.

I have been consistently wow ed playing this game the entire the way through. The tesselation is fantastic along with all the post processing, animation, and material shaders.

Gorgeous game
 
Yea I can tell there's still more work for the drivers on this game because looking at my two gpu frequencies I see that my secondary card is running at its max oc while the first card is running at stock frequencies :/
 

Alexios

Cores, shaders and BIOS oh my!
Anyone figured out things like changing graphics settings in inis/cfgs and disabling that stupid intro etc?
 
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