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#raytracing#globalillumination#metroexodus

Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray Tracing

Digital Foundry

1.5M subscribers • 2 videos on Hallway

YouTube
  • Recommended by 3 people: 3 on Hacker News.
  • A classic. People kept recommending it from 2021 to 2025.
  • Presented by Alex Battaglia, writer and video producer at Digital Foundry
  • May be out of date. The tools, versions or practices it shows have likely moved on.

Intermediate. Assumes working knowledge.

915K views5 years ago3 recommendations

Graphics and audioGame developmentRenderingGPUs, shaders and CUDAUnity, Unreal and Godot

Alex Battaglia analyzes the ray tracing, global illumination, and performance of Metro Exodus Enhanced Edition.

The first triple-A PC game that will *only* run on ray tracing equipped PCs (and next-gen consoles to come), Metro Exodus Enhanced Edition is a phenomenal improvement over the 2019 original release. In this extended video, Alex Battaglia reveals the new RT effects, shows off the benefits for developers, checks out DLSS, VRS and TAA upscaling and analyses performance on both AMD and Nvidia hardware. Introduction New Feature Analysis: Global Illumination from All Lights New Feature Analysis: Ray Traced Emissive Lights New Feature Analysis: Unlimited Light Bounces New Feature Analysis: Ray Traced Reflections Exclusive Behind the Scenes: Developer Tools and Process Ray Tracing Trade-Offs PC Performance: New Ray Tracing Options (Ryzen 5 3600/RTX 2060) PC Performance: Metro Exodus 2019 vs Enhanced Edition 2021 (Ryzen 5 3600/RTX 2060) New Feature Analysis: Variable Rate Shading, DLSS 2.1, Temporal Upsampling Alex's Optimised Settings AMD Radeon RX 6800 XT vs Nvidia GeForce RTX 3080 Conclusion Join the DF Patreon to support the team more directly and to get access to everything we do via pristine quality downloads: bit.ly/3jEGjvx Subscribe for more Digital Foundry: bit.ly/DFSubscribe Want some DF-branded tee-shirts, mugs, hoodies or pullovers? Check out our store: bit.ly/2BqRTt0

Why it's here

3 people recommend this

What people say. Recommended as an excellent overview of real-time global illumination and how ray tracing changes game development.

caconym_on Hacker News • Recommends

On “Cornell McRay T'Racing”

Real-time ray traced reflections are an impressive trick, but real-time global illumination is where this tech shines IMO. This Digital Foundry video ( link to this video ) is a good overview of why this is such a huge leap forward for developers and players alike. Metro: Exodus EE (the game discussed in the video) is the only game I've played that really shows what 'RTX' and similar GPU hardware is capable of, IMO. Even CP77, which was supposed to push modern systems to their limit, feels like its ray tracing and GI stuff is janky and tacked-on.

TiredOfLifeon Hacker News • Recommends

On “Raytracing on Intel's Arc B580”

Here is a good video by Digital Foundry looking at Metro Exodus Enhanced edition with devtools. Where they show what raytracing is and how it differs from regular lighting. link to this video simplified tldr: with raytracing you build the environment, designate which parts (like sun, lamps) emit light and you are done. With regular an artist has to spend hours to days adding many fake lightsources to get same result.

Mawron Hacker News • Recommends

On “AMD and Sony's PS6 chipset aims to rethink the current graphics pipeline”

There's also Metro: Exodus, which the developers have re-made to only support RT lighting. DigitalFoundry made a nice video on it: link to this video

paavohtlon Hacker News • Mentions

On “Cornell McRay T'Racing”

Metro Exodus Enhanced Edition uses RT for basically all lighting, doesn't it? link to this video Same with Minecraft RTX link Though both still calculate the lighting over several frames, so if you want to be pedantic you could argue that it's not strictly real time.