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As Nvidia reiterated earlier today, Metro Exodus is launching on Feburary 15th, and will ship with a wide swath of Nvidia-specific features. Nvidia says they're debuting "real-time Ray-Traced Global Illumination" in Metro Exodus, and that the game will ship with support for DLSS on Turing GPUs, as well as HairWorks, PhysX, Ansel, and Highlights. But unlike Battlefield V, Metro Exodus only has 2 RTX presets: "high" and "ultra." Nvidia themselves say that "in motion, the difference [between high and ultra] is hard to discern," hence they recommend that most users stick to the high setting. Thanks to cageymaru for the tip.
Gamers Nexus decided to investigate the difference between high, ultra, an no raytracing in Metro Exodus, which you can see in the video here.
In Metro Exodus, real-time Ray-Traced Global Illumination is debuted, enabling scenes to be illuminated naturally by the sun and sky, and be realistically affected as the sun’s position changes during the day. This gives scenes realistic levels of brightness and darkness, greatly improving image quality, realism and immersion, bringing Metro Exodus closer to replicating the look and feel of the real-world than any other game to date. When it’s supposed to be dark, it will be, so be ready to make use of your in-game flashlight. Furthermore, Ray-Traced Ambient Occlusion is utilized for the first time in a game, enabling 4A to calculate and display AO’s contact shadowing based on the geometry of the scene. That ensures objects are grounded, and that shadows where two objects meet, or where detail is occluded, are more realistic.
Gamers Nexus decided to investigate the difference between high, ultra, an no raytracing in Metro Exodus, which you can see in the video here.
In Metro Exodus, real-time Ray-Traced Global Illumination is debuted, enabling scenes to be illuminated naturally by the sun and sky, and be realistically affected as the sun’s position changes during the day. This gives scenes realistic levels of brightness and darkness, greatly improving image quality, realism and immersion, bringing Metro Exodus closer to replicating the look and feel of the real-world than any other game to date. When it’s supposed to be dark, it will be, so be ready to make use of your in-game flashlight. Furthermore, Ray-Traced Ambient Occlusion is utilized for the first time in a game, enabling 4A to calculate and display AO’s contact shadowing based on the geometry of the scene. That ensures objects are grounded, and that shadows where two objects meet, or where detail is occluded, are more realistic.