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Performance test in Metro 2033

Metro 2033: Benchmarks with DirectX 11 and GPU Physx

Metro 2033 delivers state-of-the-art technology as well as good-looking graphics. PC Games Hardware tested the performance effect of DirectX 11 and GPU Physx.
Metro 2033

The game is based on the 4A Engine, which delivers almost any technical feature possible today. With maxed out settings the PC version looks just stunning. This is cause by the superb lighting with high resolution textures, GPU Physx, Hardware Tessellation, Morphological Anti-Aliasing as well as Direct Compute calculated Depth of Field, Screen-space Ambient Occlusion, sub surface Scattering, Parallax Occlusion Mapping and Object Motion Blur. If you want to know more about the technological base of Metro 2033 we recommend our exclusive tech interview with 4A Games’ Chief Technical Officer Oles Shishkovstov.

Metro 2033: DirectX 9 to DirectX 11 and the detail incident
If you are running Metro 2033 on a DirectX 11 graphics card you get two additional video options: Tessellation and Depth of Field. The latter one is also active in DirectX 10 but the DX11 version is rendered by Direct Compute. In Metro 2033 not only NPCs but also weapons in your hands and certain objects like chairs are tessellated. But the developers did exaggerate a little bit: Like it has been the case in Stalker: Call of Pripyat, the tessellated objects look pumped up. But without a direct comparison you can’t really see the difference anyway. Except the two additional options the DirectX 11 mode offers the same graphics as the DirectX 10 mode and even the performance is on the same level.

Anti-Aliasing compared
Metro 2033

With a DirectX 9 card the game doesn’t just offer less DirectX 11 features but also other visual finesses: You have for example no Multisampling Anti-Aliasing but only the Morphological Anti-Aliasing (called Analytical Anti-Aliasing by 4A Games). Furthermore you don’t get the Object Motion Blur: While Metro 2033 uses only decent blur to illustrate the speed of the player, the fast movements of NPCs or enemies are made more realistic with the effect.

Besides the API specific details Metro 2033 offers either 4x MSAA or AAA as well as 4:1 or 16:1 AF. Additional settings are not available. Furthermore it is not possible to adjust the settings individually. With high instead of very high details for example the engine does not deliver Sub surface Shattering or Motion Blur, the shadows get a little rougher and the AAA as well as the Parallax Occlusion Mapping are missing, too. On the other hand the performance is increased by about 20 percent.

Metro 2033: PCGH benchmark sequence
For our tests we use the beginning of the level Cursed, where we and several NPCs defend a small camp against a horde of Nosalis mutants. The sequence contains all relevant features like Tessellation, Depth of Field, SSAO, Light and Shadow and so on. In matters of workload the scene is a common task and not a worst-case scenario.

Metro 2033

Metro 2033

Picture gallery  (enlarge to view source)

Author: Marc Sauter (Mar 23, 2010)


Comments (24)

Comments 21 to 24  Read all comments here!
Sheena Re: Metro 2033: Benchmarks with DirectX 11 and GPU Physx
Junior Member
13.04.2010 07:50
I knew my rig was outdated (E8400 / 2gb DDR2-800 / GTS 250 1GB) but now it's officially dead. On high settings (not very high) DX9 i get around 35-40 fps with dips in the low 20s. And this is at 1280x960 only. Time to upgrade i guess :P
ruyven_macaran Re: Metro 2033: Benchmarks with DirectX 11 and GPU Physx
Super Moderator
25.03.2010 14:42
Quote: (Originally Posted by Unregistered)
Nice try troll.

Metro 2033 Very High shadowmaps: 3072x3072
Crysis Very High shadowmaps: 1024x1024

Gee, I wonder why Metro 2033 is so heavy.

Yeah it must be a console port, since consoles run all their games with 3072^2 shadowmaps.... NOT!

Increasing a resoultion does neither have to give you more details or better looks. It might be requiered to achieve better looks - but wether you display a black square in 4096x4096 or in 2x2, it will always be a black square. If your modells aren't detailed enough, you may set your resolutions to anything you want - aside from reduced aliasing on diagonal components, the graphics won't improve, only the hardwareload will get insanely high.
From the looks of screenshots, Metro 2033 is not such a simply case and seems to use some very fine surface textures as well and makes the effort, to really render round objekcts (e.g. most-of-the-level) as a truly round object, which should create an incredible polygon-load for the GPU. However:
Both elements only improve graphics when really taking a close look. Crysis on the other hand created it's insane hardwareload by rendering an insane amount of vegetation-details. Just as useless in terms of gameexperience, just as impressive in polygon, texture, shader,... numbers - but quite a bit nicer to look at, then high-detail concrete-wall.
dried Re: Metro 2033: Benchmarks with DirectX 11 and GPU Physx
24.03.2010 12:12
Like Yapa said: "it doesnt justify the amount of pressure it puts on the GPU"

i would not be so "happy that this game need the latest hardware". According to you, the fps goes down to 20 fps... that makes it unplayable for me.
I have the same spec as you, and if i ever get this game, i wont be playing at max settings at all...

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