
This level of technical capability opens up many options for us regarding how we advance our Ray Tracing technology and bring that technology to as many fans of our games as possible. When we found out that the Gen 9 consoles would support Ray Tracing, we were very excited. After you started the NG+, it. How to see if it has worked. Now you can start the NG+, select my weapons. Start the Metro Exodus game (remmember to keep Steam Offline) Go to the Chapter Section, choose the last one (named: finale), then whatch all the cutcene, when the credits come, you’ll be able to skip it and go to the main menu.

New Game Metro Exodus Patch Adds New
By jeremy winslow on Maat 12:36PM PDTThe teraflops metric is a good proxy for the GPU performance on a compute-heavy game such as Metro Exodus, but it is not everything. It looks like a generational leap in performance until you realize that while you are doubling the speed of the processor you are also asking it to do its job in half the time since you are now targeting 60FPS instead of the 30FPS that we were targeting previously.Metro Exodus Patch Adds New Game Plus In Ranger Update The game's biggest update so far is available to download now. For instance, Xbox Series X is capable of performing approximately 12 teraflops and Xbox One X operates at about 6 teraflops. The metric we measure this by is known as the teraflop (trillion floating point operations per second), essentially the number of simple arithmetic operations that the processing unit can perform in a second. If we compare, for example, the 9th generation Xbox Series X to 8th generation Xbox One X, Xbox Series X has a Graphic Processing Unit (GPU) that is capable of performing at approximately twice the speed of that of Xbox One X. The big unknown was the exactly how much of a performance cost Ray Tracing on consoles would incur.
This system collects together groups of rays which are cast (travelling, if you prefer) in roughly similar directions to one another and processes them together in batches. In any case, it was clear that we had to make everything run faster and be more scalable at the same time no matter what course we ended up taking.How we organized and dispatched our Ray Tracing tasks benefited from an improvement known as ray-binning. Adding Ray Tracing into the mix, however, was still questionable at the time.That was the riskiest part of the decision, but we decided to pursue the Ray-Tracing-only route until we could test the real performance on real devkits. It would have been a reasonably like-for-like comparison: double the power, half the time, no major concerns there. On the surface though, the default, non-raytraced port of Metro Exodus seemed to be quite doable. Bottlenecks, elements of a given feature which rely heavily on one part of the hardware and significantly underutilize others, can occur in different places and for different reasons.
They work faster, if they cooperate. Simply put, if they are pointing in the same direction then it is more likely they will hit the same objects and so can share their findings within their group. They can’t share any data they find about the scene with other rays and effectively perform all of their calculations independently.The key benefit we receive from grouping our rays according to their direction then, is that it makes it more likely that many of the rays being processed in a single batch will be evaluated against the same pieces of scene geometry. Divergent Rays, as such cases are known to be terrible for performance because very literally each goes off and does their own separate thing. Grouping rays, according to their direction like this, decrease the probability that the directions of the rays will become spatially divergent within any given thread group.
New Game Metro Exodus Full Of Items
So, you subdivide your scene into partitions called Bounding Volumes (literally a little rectangular box into which you put a handful of polygons). In a game, you don’t want to test against every single polygon (there are literally billions of those). You need to have some kind of a system to organize everything. If you have a warehouse full of items, it’s no good just tipping them in by the truck load and then having sift through the mess every time you want to take something out.
The higher up in this nested hierarchy you go, the more of the scene you can disregard from your calculations with a single test against one of the larger partitions: by subdividing your scene this way, you can ask, if a ray even approaches whole regions of the game world before you go in and check against the finer details. If you can gather together a handful of polygons, you can gather together a handful of the Bounding Volumes into larger groups (put them in a bigger box) and test that group first. If you don’t hit the box, you certainly won’t hit its contents.
This organizational structure underpins everything in Ray Tracing, so it is vital that we do all we can to make sure that it is built well, as quickly as possible, and as early in the frame as possible. We call those particular tests Bounding Box tests (the process really is very analogous to boxing up bigger and bigger parts of the scene in memory in order to make them easier to organize, address, find, and sort later on).Reducing the geometric complexity of individual objects can then potentially reduce the number of levels of the hierarchy required to optimally partition that object (divide it up so that you can sort through geometry as fast as possible), as well as potentially make the reconstruction of that hierarchy faster when objects in the scene move. Then you can tell where the item you are looking for is, among the millions inside, just from the sign on the door.This process of dividing the scene into different regions with different pieces of geometry in each exponentially reduces the time taken for any given trace, but it does mean that much of the cost of Ray Tracing is now incurred by evaluating the potential intersections between rays and the boundaries of the scene partitions (the Bounding Volumes).

Rendering at lower internal resolutions and upscaling provides us with a solution to this problem but reconstructing a higher resolution image from the data available in a lower resolution image requires a lot of work in order to make sure that the image quality remains as high as possible. Our console versions have always targeted rock-solid stable, V-Sync-locked framerate, so that means that we need a way to stabilize frame render time even as the computational load varies considerably. Up-sampling is the process of taking a smaller image and blowing it up to a larger size while attempting to keep the same level of quality (not blurring or distorting it in any way).

