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a vision for the future of graphic technology • Eurogamer.net
The PC version of Metro Exodus is a genuine game-changer for graphics technology – a vision of the way in which developers can take real-time rendering to the next level. In some respects, it's this generation's Crysis moment – where the current state of the art is pushed to its limits, and where we see aggressive push to deliver a taste – and perhaps more – of next-generation graphics.
We expected something like this simply because of the pedigree of the developer and its technology. Metro and the 4A engine command respect many PC enthusiasts in terms of the way it pushes technology. Metro 2033 is the PC that has been hacking off the most powerful rigs and is generally a generation apart from its Xbox 360 console release ̵
1; utilizing technology in the artful, non-tacked way above and beyond what consoles can deliver. I would know that it was the second game I played on my vintage 2010 Core i7 930 PC paired with two GTX 470s in SLI-and 2033 certainly made the mess of that PC on ultra.
This tradition is continued with Metro Exodus in a way that I am particularly excited about. I am not a full masochist, but I enjoy enjoying even the best PC hardware punished. Like, Metro Exodus' PC version takes the cake as the thing to beat for me in the future. The 4A engine has seen a huge array of upgrades, and Metro Exodus runs the gamut of graphics effects and polish that I love from first-person games. And Metro does first-person so well, starting with that most essential of elements – inhabiting the view of a character. Metro makes you feel as if you are Artyom in several ways, many of which are down to the graphical techniques in place.
Just take it when you are walking around, how Artyom touches and interacts with the world and his equipment. Taking out his backpack, flipping levers and lights, clambering over things. Is your gas mask dirty? Wipe it off. Need to know the time? Check your watch. So many actions in the Metro Exodus show the direct smooth translation of the camera and active movement by Artyom's body and hands without telegraphing. You're planting in the world more realistically than most FPS titles: Artyom has a real presence, he physically connects with the environments. Firing, reloading or swapping a weapon? Not only are the hand models and animation spot-on, but Artyom's entire character model lives in the environment – as evidenced by unerringly accurate shadow rendering.
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