![]() As a consequence of this, usual screen-space ambient occlusion (SSAO) isn't required. The original Metro Exodus's PC RT solution shipped with just one light bounce, while the Enhanced Edition - even on consoles - works with infinite bounces, calculated over time. Light from the sun, the moon - or objects that emit light - taps into RT, illuminating any given scene with accurately calculated light bounce. All of the old artist-placed lights are gone, replaced with a fully ray traced alternative that 'just works'. The rasterised real-time global illumination system of the old version looked fine, but ray tracing takes fidelity to the next level. Yes, you're getting twice the frame-rate (last-gen topped out at 30fps) but it's the transition to an RT-based aesthetic that makes all of the difference. However, the question we could not answer at the time was simple enough: how does that experience translate to the new wave of consoles? Is there enough horsepower on tap to deliver a state-of-the-art 60fps ray tracing showcase? We've now had the chance to test the game on both Xbox Series X and Series S hardware - and the results are excellent.Ĭomparisons up against the last-gen versions are entirely valid and looking at Xbox One X as the best of the lot, the new game is transformed. ![]() We've already taken a deep look at Metro Exodus Enhanced Edition on PC and were genuinely impressed with its phenomenal ray tracing - perhaps not surprising when the new 4A Engine is built from the ground up with hardware-accelerated RT hardware in mind.
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