Thursday, March 22nd 2018

4A Games' Metro Exodus to be First AAA Game to Feature NVIDIA's RTX Technology

After the world was introduced to the Microsoft and NVIDIA partnership to bring real time raytracing solutions to DirectX 12 via NVIDIA's RTX initiative, we now have confirmation of what is expected to be the first game studio - and AAA game experience - to feature the technology. In a post from their official Twitter account, 4A Games has announced that they are collaborating with NVIDIA to bring RTX's effects to their upcoming Metro: Exodus open-world video game.

The company further warned users to keep at attention towards the impending release of a proof of concept video to be released during GDC. 4A Games is one of those companies that has been delivering incredible experiences through and through, and has already dabbled with NVIDIA's technologies in the past (particularly with their first game, Metro 2033). Here's hoping that AMD can work its drivers into great performance levels in supporting this DX12 technology on their graphics cards as well.
Source: 4A Games' Twitter
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46 Comments on 4A Games' Metro Exodus to be First AAA Game to Feature NVIDIA's RTX Technology

#1
lexluthermiester
I wonder if this will be utilized outside DirectX in API's such as OGL, Vulkan or others..
Posted on Reply
#2
HTC
Something that strikes me as completely stupid is the fact that this RTX technology is supposed to only work with Volta based GPUs because of the tensor thing. I'm not saying this advancement isn't good: what i'm saying is that this "drives away" every other-then-Volta-card user from the game, including Pascal and Fermi based cards.

Unless ofc i'm completely missing something ... which is quite possible.
Posted on Reply
#3
Shamalamadingdong
HTC said:
Something that strikes me as completely stupid is the fact that this RTX technology is supposed to only work with Volta based GPUs because of the tensor thing. I'm not saying this advancement isn't good: what i'm saying is that this "drives away" every other-then-Volta-card user from the game, including Pascal and Fermi based cards.

Unless ofc i'm completely missing something ... which is quite possible.
Not because of tensor cores. Because of architectural changes.
Besides that, there is a software fallback mechanism.
Posted on Reply
#4
rtwjunkie
PC Gaming Enthusiast
Shamalamadingdong said:
Not because of tensor cores. Because of architectural changes.
Besides that, there is a software fallback mechanism.
Which means what? Bottom line, will I have to pass on this game?
Posted on Reply
#5
the54thvoid
HTC said:
Something that strikes me as completely stupid is the fact that this RTX technology is supposed to only work with Volta based GPUs because of the tensor thing. I'm not saying this advancement isn't good: what i'm saying is that this "drives away" every other-then-Volta-card user from the game, including Pascal and Fermi based cards.

Unless ofc i'm completely missing something ... which is quite possible.
RTX is Nvidia application of the DX API, I believe. Ray Tracing will still work on applicable hardware and OS but a Volta card will probably provide a higher level of graphical effect.
That is, if anyone will be able to afford a consumer Volta GPU...
Posted on Reply
#6
Prima.Vera
Yeah, this can only be used if you have a Titan V ..... :laugh::laugh::laugh::laugh::kookoo::kookoo::kookoo::kookoo::nutkick::nutkick::banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead::kookoo:
Posted on Reply
#7
lynx29
Another feature like Physx that makes me drop 20 frames? neat.
Posted on Reply
#8
B-Real
Another SXXtWorks title... too bad it will be a great game in other territories.
Posted on Reply
#9
londiste
lexluthermiester said:
I wonder if this will be utilized outside DirectX in API's such as OGL, Vulkan or others..
How many engines on this kind of cutting edge even exist that use OpenGL or Vulkan? idTech6 is there.
Unreal Engine 4? CryEngine 5? I think Frostbite is only doing DX12 now, same for Dawn Engine.

Vulkan should have inherited the extensions system from OpenGL so at least the possibility is there but this will likely be vendor-specific which makes it even less likely to be used for now.

the54thvoid said:
RTX is Nvidia application of the DX API, I believe. Ray Tracing will still work on applicable hardware and OS but a Volta card will probably provide a higher level of graphical effect.
Implementation, not application, I would say. Volta card will (maybe) provide a playable framerate :D

lynx29 said:
Another feature like Physx that makes me drop 20 frames? neat.
B-Real said:
Another SXXtWorks title... too bad it will be a great game in other territories.
Really? That is your take on what is being done with something that is geniunely new and exciting on the cutting edge of graphics tech? DX12 features for which RTX is just Nvidia's implementation and AMD is reportedly actively working on their own.
Posted on Reply
#10
Bruno Vieira
HTC said:
Something that strikes me as completely stupid is the fact that this RTX technology is supposed to only work with Volta based GPUs because of the tensor thing. I'm not saying this advancement isn't good: what i'm saying is that this "drives away" every other-then-Volta-card user from the game, including Pascal and Fermi based cards.

Unless ofc i'm completely missing something ... which is quite possible.
RTX is the GameWorks thing of DirectX Raytraycing (DXR). RTX is only compatible with volta and ahead, but DXR is for every DX12 card (Nvidia dropped the ball to MS optimize for any non volta card)
Posted on Reply
#11
ShurikN
So more proprietary crap from nVidia. Great...
Posted on Reply
#12
B-Real
londiste said:



Really? That is your take on what is being done with something that is geniunely new and exciting on the cutting edge of graphics tech? DX12 features for which RTX is just Nvidia's implementation and AMD is reportedly actively working on their own.
We have seen how "coop with NV in games" works in the end.
Posted on Reply
#13
megamanxtreme
Hopefully this things can make the games look realistic in detail, no more flat cardboard brick walls with drawings to make it look like a wall, instead a wall with bumps similar to staring at a real wall outside. Same could apply everywhere.
Posted on Reply
#14
RejZoR
I guess, if it becomes a widely adopted thing, that's a good thing. Both AMD and NVIDIA have contributed globally used features inside DirectX over the years. If it'll remain a Volta only thing, it'll probably never take off beyond just as a tech gimmick...
Posted on Reply
#15
lynx29
londiste said:


Really? That is your take on what is being done with something that is geniunely new and exciting on the cutting edge of graphics tech? DX12 features for which RTX is just Nvidia's implementation and AMD is reportedly actively working on their own.
yes it is. I prefer high refresh, high rez gaming. to this day I still have to turn off Physx in all games, including Witcher 3 to avoid that 20+ FPS hit when too many enemies come on screen, etc. I am skeptical of anything that will lower my frames.
Posted on Reply
#16
nickbaldwin86
I am finishing LAST LIGHT tonight !!! haha love the metro games but for some reason I have not finished off Last Light.

Exodus is going to look amazing!!! eye candy for days

lynx29 said:
yes it is. I prefer high refresh, high rez gaming. to this day I still have to turn off Physx in all games, including Witcher 3 to avoid that 20+ FPS hit when too many enemies come on screen, etc. I am skeptical of anything that will lower my frames.
Not every game is about how many frames you get. but if you need that gold metal in most frames per second then by all means....just TURN IT OFF

The rest of us will enjoy the eye candy and not have 200+FPS ... which again single play FPS doesn't require max FPS. I normally play SP with less FPS to turn up the eye candy and then turn the settings down for MP to have better smoother higher FPS to I don't get blown away by some 12 year old on the internet
Posted on Reply
#17
jabbadap
Prima.Vera said:
Yeah, this can only be used if you have a Titan V ..... :laugh::laugh::laugh::laugh::kookoo::kookoo::kookoo::kookoo::nutkick::nutkick::banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead::kookoo:
Maybe there will be another Volta or what ever arch name they will choose in the time this game will release. But yeah, for current gen. though luck I guess...

Remember
The upcoming GameWorks SDK — which will support Volta and future generation GPU architectures — enable ray-traced area shadows, ray-traced glossy reflections and ray-traced ambient occlusion.
Posted on Reply
#18
lexluthermiester
ShurikN said:
So more proprietary crap from nVidia. Great...
Wasn't it mentioned somewhere that this was going to be open development on some level? Someone correct me if I'm wrong or if I'm thinking of something else..
Posted on Reply
#19
Steevo
I thought Nvidia hasn't released a GPU capable of RTX, only talked about them.
Posted on Reply
#20
lexluthermiester
Steevo said:
I thought Nvidia hasn't released a GPU capable of RTX, only talked about them.
Ray Tracing isn't that difficult unless the environment you're applying it to is very complex. There was a version of of both Quake 3 and Quake 4 that were ray-traced.
<div class="youtube-embed" data-id="bpNZt3yDXno"><img src="https://i.ytimg.com/vi/bpNZt3yDXno/hqdefault.jpg" /><div class="youtube-play"></div><a href="https://www.youtube.com/watch?v=bpNZt3yDXno" target="_blank" class="youtube-title"></a></div> Quake 3 running fully ray-traced
<div class="youtube-embed" data-id="fKQU9cKwNyQ"><img src="https://i.ytimg.com/vi/fKQU9cKwNyQ/hqdefault.jpg" /><div class="youtube-play"></div><a href="https://www.youtube.com/watch?v=fKQU9cKwNyQ" target="_blank" class="youtube-title"></a></div> Quake 4 running ray traced
Then there's this; https://www.pcper.com/reviews/Graphics-Cards/Ray-Tracing-and-Gaming-Quake-4-Ray-Traced-Project?aid=334&type=expert&pid=1

It was being done 12 years ago to great effect. I've been wondering why it hasn't caught on sooner.
Posted on Reply
#21
megamanxtreme
nickbaldwin86 said:
I am finishing LAST LIGHT tonight.
Go for the Good Ending, how Exodus begins.
Posted on Reply
#22
iO
lexluthermiester said:
Ray Tracing isn't that difficult unless the environment you're applying it to is very complex. There was a version of of both Quake 3 and Quake 4 that were ray-traced.
<div class="youtube-embed" data-id="bpNZt3yDXno"><img src="https://i.ytimg.com/vi/bpNZt3yDXno/hqdefault.jpg" /><div class="youtube-play"></div><a href="https://www.youtube.com/watch?v=bpNZt3yDXno" target="_blank" class="youtube-title"></a></div> Quake 3 running fully ray-traced
<div class="youtube-embed" data-id="fKQU9cKwNyQ"><img src="https://i.ytimg.com/vi/fKQU9cKwNyQ/hqdefault.jpg" /><div class="youtube-play"></div><a href="https://www.youtube.com/watch?v=fKQU9cKwNyQ" target="_blank" class="youtube-title"></a></div> Quake 4 running ray traced
Then there's this; https://www.pcper.com/reviews/Graphics-Cards/Ray-Tracing-and-Gaming-Quake-4-Ray-Traced-Project?aid=334&type=expert&pid=1

It was being done 12 years ago to great effect. I've been wondering why it hasn't caught on sooner.
Because even a "simple" scene like this needs 4 GV100...


<div class="youtube-embed" data-id="J3ue35ago3Y"><img src="https://i.ytimg.com/vi/J3ue35ago3Y/hqdefault.jpg" /><div class="youtube-play"></div><a href="https://www.youtube.com/watch?v=J3ue35ago3Y" target="_blank" class="youtube-title"></a></div>
Posted on Reply
#23
Shamalamadingdong
rtwjunkie said:
Which means what? Bottom line, will I have to pass on this game?
It will run on any hardware. The DX12 spec has a compatibility layer, so unless gameworks gimps that, it'll run. Even if they gimp it, you should be able to disable ray tracing.
And while only Volta and newer architectures have the specific hardware features required for hardware acceleration of DXR/RTX, DXR's compatibility mode means that a DirectCompute path will be available for non-Volta hardware
Posted on Reply
#24
lexluthermiester
iO said:
Because even a "simple" scene like this needs 4 GV100...
<div class="youtube-embed" data-id="J3ue35ago3Y"><img src="https://i.ytimg.com/vi/J3ue35ago3Y/hqdefault.jpg" /><div class="youtube-play"></div><a href="https://www.youtube.com/watch?v=J3ue35ago3Y" target="_blank" class="youtube-title"></a></div>
Ah that actually goes to my point, that is a very complex environment, so the compute overhead will be big if setting the parameters of the tracing to a high degree of resolution and accuracy. If they loosen up those parameters to be less intensive and less accurate then the effect will still be and look good without bogging down the render engine. Perhaps Nvidia found a shortcut in hardware?
Posted on Reply
#25
iO
lexluthermiester said:
Ah that actually goes to my point, that is a very complex environment, so the compute overhead will be big if setting the parameters of the tracing to a high degree of resolution and accuracy. If they loosen up those parameters to be less intensive and less accurate then the effect will still be and look good without bogging down the render engine. Perhaps Nvidia found a shortcut in hardware?
I guess the solution is to not use "real" ray tracing like that Star Wars example but instead good old rasterizing with just a pinch of ray traced stuff like SSAO or only small amounts of shiny surfaces.
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