WTF?:lol :lolAs much RAM as possible
Doomslayer said:I just hope they don't future proof themselves right out of the present.
GFW <3
randomwab said:Get ready to drop $7000 on a rig to play this at a half decent framerate.
<3 John Davison
Digital Foundry: Does PC hardware offer up any additional bonuses in Metro 2033 aside from higher frame-rates and resolutions?
Oles Shishkovstov: Yes and no. When you have more performance on the table, you can either do nothing as you say, and as most direct console ports do, or you add the features. Because our platforms got equal attention, we took the second route.
Naturally most of the features are graphics related, but not all. The internal PhysX tick-rate was doubled on PC resulting in more precise collision detection and joint behavior. We "render" almost twice the number of sounds (all with wave-tracing) compared to consoles. That's just a few examples, so that you can see that not only graphics gets a boost. On the graphics side, here's a partial list:
- Most of the textures are 2048^2 (consoles use 1024^2).
- The shadow-map resolution is up to 9.43 Mpix.
- The shadow filtering is much, much better.
- The parallax mapping is enabled on all surfaces, some with occlusion-mapping (optional).
- We've utilised a lot of "true" volumetric stuff, which is very important in dusty environments.
- From DX10 upwards we use correct "local motion blur", sometimes called "object blur".
- The light-material response is nearly "physically-correct" on the PC on higher quality presets.
- The ambient occlusion is greatly improved (especially on higher-quality presets).
- Sub-surface scattering makes a lot of difference on human faces, hands, etc.
- The geometric detail is somewhat better, because of different LOD selection, not even counting DX11 tessellation.
- We are considering enabling global illumination (as an option) which really enhances the lighting model. However, that comes with some performance hit, because of literally tens of thousands of secondary light sources.
Most of the textures are 2048^2 (consoles use 1024^2).
The shadow-map resolution is up to 9.43 Mpix.
The shadow filtering is much, much better.
The parallax mapping is enabled on all surfaces, some with occlusion-mapping (optional).
We've utilised a lot of "true" volumetric stuff, which is very important in dusty environments.
From DX10 upwards we use correct "local motion blur", sometimes called "object blur".
The light-material response is nearly "physically-correct" on the PC on higher quality presets.
The ambient occlusion is greatly improved (especially on higher-quality presets).
Sub-surface scattering makes a lot of difference on human faces, hands, etc.
The geometric detail is somewhat better, because of different LOD selection, not even counting DX11 tessellation.
We are considering enabling global illumination (as an option) which really enhances the lighting model. However, that comes with some performance hit, because of literally tens of thousands of secondary light sources.
dionysus said:Might have to crossfire two 5970s for this game.
GHG said:Wont be enough, think you'll need to tri-fire.
dionysus said:6 GPUs! I could turn off my heater in the winter.
GHG said:Wont be enough, think you'll need to tri-fire.
Doomslayer said:Remember this is a TWIMTBP title. It'll probably be purposely gimped on ATi cards to make the new GTX400 cards look better.
It'll be quad-fire 5970s or bust for this game.
TheRagnCajun said:Does this actually happen? Generally I've foudn that TWIMTBP title's don't necessarily bench that much better on NVidia cards.
TheRagnCajun said:Does this actually happen? Generally I've foudn that TWIMTBP title's don't necessarily bench that much better on NVidia cards.
Well, it's youtube quality and I don't know if these are the max settings (probably not) but the first five minutes from GamePro are from the PC version and look very nice.Lasthope106 said:Wow at those requirements. I barely meet the minimum.
I really want to see a video with the game running everything at max settings. Make it happen THQ!
Flek said:no news about a demo ?
chandoog said:Wow.
Reading the Eurogamer stuff i'm pretty excited for this game on my 360.
Truant said:This is from the STALKER guys who left ship after THQ ordered them to streamline the game, right?
Should be out Q5 20212.
Same. Hopefully my 5770 won't limit me much. I also have my measly 4gb of RAM I just installed yesterday. Time for an upgrade! :lolBruceLeeRoy said:Not a big fan of the creature designs but the atmosphere and premise look great.
BruceLeeRoy said:Not a big fan of the creature designs but the atmosphere and premise look great.
Oles Shishkovstov: Well, the majority of our Metro 2033 game runs at 40 to 50 frames per second if we disable vertical synchronisation on 360. The majority of the levels have more than 100MB heap space left unused. That means we under-utilised the hardware a bit...
Pack-ins with the Fermi...Watch....slamskank said:Despite Optimum being a joke, I'm within those specs minus the ram (6GB) and the gpu (2x GTX 260 cr216). This game looks amazing, can't wait to try a demo. I'm not buying it until there is a sale though, learned my lesson from buying wings of prey off steam for $45, when it's 50% off now.
Purely for performance reasons? I'm sure a machine scraping into the recommended specs will still run it much better than the 360.D4Danger said:Having said that my PC just scrapes into the recommended specs so I think I might go 360 on this.
bee said:will it have a 64bit executable?
Digital Foundry: Does PC hardware offer up any additional bonuses in Metro 2033 aside from higher frame-rates and resolutions?
Oles Shishkovstov: Yes and no. When you have more performance on the table, you can either do nothing as you say, and as most direct console ports do, or you add the features. Because our platforms got equal attention, we took the second route.
Naturally most of the features are graphics related, but not all. The internal PhysX tick-rate was doubled on PC resulting in more precise collision detection and joint behavior. We "render" almost twice the number of sounds (all with wave-tracing) compared to consoles. That's just a few examples, so that you can see that not only graphics gets a boost. On the graphics side, here's a partial list:
Most of the textures are 2048^2 (consoles use 1024^2).
The shadow-map resolution is up to 9.43 Mpix.
The shadow filtering is much, much better.
The parallax mapping is enabled on all surfaces, some with occlusion-mapping (optional).
We've utilised a lot of "true" volumetric stuff, which is very important in dusty environments.
From DX10 upwards we use correct "local motion blur", sometimes called "object blur".
The light-material response is nearly "physically-correct" on the PC on higher quality presets.
The ambient occlusion is greatly improved (especially on higher-quality presets).
Sub-surface scattering makes a lot of difference on human faces, hands, etc.
The geometric detail is somewhat better, because of different LOD selection, not even counting DX11 tessellation.
We are considering enabling global illumination (as an option) which really enhances the lighting model. However, that comes with some performance hit, because of literally tens of thousands of secondary light sources.
FLEABttn said:If they say optimal performance comes from 8 gigs+, it has to. 32 bit has a 2 gig limit.
D4Danger said:If you have a Core i7 and a DX11 card then there's a pretty good chance you have 8GB+ of memory.
I bought my computer 3 years ago with 4GB and that's now about the norm for new PCs so 8+ really isn't that much for high-end gaming nowadays.
Having said that my PC just scrapes into the recommended specs so I think I might go 360 on this.
brain_stew said:You can get 32 bit executables to use 4GB of RAM on 64 bit machines, Quake Wars and AVP are two examples of games that do this.
FLEABttn said:I wonder how/why. Most other games hit 2 gigs in an OS and crash out. Speaking from experience, at least, with a 64 bit OS.
Digital Foundry: You describe 4A as a complete game development framework for PC, PS3 and Xbox 360. Does this mean you're looking to license it to other developers?
Oles Shishkovstov: Yes, we're investigating this scenario. Please wait to hear more about it.
x3sphere said:Judging from the requirements it looks like this will be the first game aside from Crysis that really stresses my 5970. So pumped for this one.
Maklershed said:FYI - The 360 version (w/ avatar gas mask) dropped to $49.99 on Amazon today.
brain_stew said:You can get 32 bit executables to use 4GB of RAM on 64 bit machines, Quake Wars and AVP are two examples of games that do this.