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
Add your own comment

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

#26
dyonoctis
lynx29yes 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.
Phys X in the witcher 3 is cpu based, it's not diferent from havok. Ray tracing is one of the few things that will push graphics quality further. It wouldn't be the first time that a new feature bringing enhanced graphic would be punishing at first before getting smoothed out. That's what you call progress.

Focusing only on high rez and high refresh would basicaly mean to put an halt on graphics quality.
Posted on Reply
#27
Steevo
iOI 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.
Exactly, real time, full accuracy ray tracing hardware isn't even out yet, but they apparently have to bring it up now as some sort of golden egg they have discovered. Meanwhile everyone else already has an idea that doesn't require a new undisclosed expensive piece of hardware, but leave it to Nvidia to come up with more gameworks BS.
Posted on Reply
#28
Kaotik
londisteHow 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.
Funny you should say that - AMD Radeon ProRender and Radeon Rays support Vulkan and OpenCL 1.2 and will run on any hardware supporting said APIs.
Posted on Reply
#29
spectatorx
KaotikFunny you should say that - AMD Radeon ProRender and Radeon Rays support Vulkan and OpenCL 1.2 and will run on any hardware supporting said APIs.
The only thing that should be added to this for complementary: radeon rays is open source and available since 2016.
Posted on Reply
#30
Kaotik
spectatorxThe only thing that should be added to this for complementary: radeon rays is open source and available since 2016.
They're actually both open source nowadays
Posted on Reply
#31
natr0n
Now you know why ray tracing's popularity suddenly exploded.
Posted on Reply
#35
jabbadap
KaotikFrom b3d, io-tech etc etc etc. I'm pretty sure most of the relevant presentations will be made available sometime after GDC
No pers.. krhm Well of course and they will be here some time after gdc:
www.gdcvault.com/
Posted on Reply
#36
Xzibit
iOBecause even a "simple" scene like this needs 4 GV100...
For those interested in the Demo setup
PCGamerNEpic Games worked closely with Nvidia to support the Nvidia RTX technology available through the DXR API. It ran on an Nvidia DGX Station.

The above video, called Reflections, was created using an $122,000 (£86,000) DGX Station mini server box, packed with four discrete Tesla V100 graphics cards, to render the entire demo in real time. It’s running at 1080p and at a cinematic 24fps, and is barely distinguishable from a live action scene.
Posted on Reply
#37
megamanxtreme
XzibitFor those interested in the Demo setup
It used all 4 graphics cards? Then it might be up to 5 years to get Single mainstream card to handle that, maybe longer.
Posted on Reply
#38
lexluthermiester
megamanxtremeIt used all 4 graphics cards? Then it might be up to 5 years to get Single mainstream card to handle that, maybe longer.
The TeslaV100 cards are not video cards as they have no display output connectors. They are GPGPU's and are dedicated in function and purpose to compute tasks.
Posted on Reply
#39
evernessince
dyonoctisPhys X in the witcher 3 is cpu based, it's not diferent from havok. Ray tracing is one of the few things that will push graphics quality further. It wouldn't be the first time that a new feature bringing enhanced graphic would be punishing at first before getting smoothed out. That's what you call progress.

Focusing only on high rez and high refresh would basicaly mean to put an halt on graphics quality.
PhysX in the witcher 3 is GPU based if you have an Nvidia GPU. When you run it on the CPU, like you do with anything but an Nvidia card, it massively bogs down FPS. Havok on the otherhand runs on the CPU regardless of the GPU and doesn't destroy your FPS. PhysX is just a classic case of Nvidia crippling competition like it so often does. There are examples like Havok that CPU Physics can be far more efficient than their implementation but I'm sure that's their plan.

Nvidia only cares about progress so long as AMD is competing with them. We are a small step away from the GPU market turning into what happened in the CPU market. Zero progress thanks to shitty business practices.
Posted on Reply
#40
londiste
evernessincePhysX in the witcher 3 is GPU based if you have an Nvidia GPU.
Witcher 3 does not do PhysX on GPU. This has been complained about rather widely (by people with Nvidia GPUs or GPU dedicated to PhysX obviously).
Posted on Reply
#41
Kaotik
lexluthermiesterThe TeslaV100 cards are not video cards as they have no display output connectors. They are GPGPU's and are dedicated in function and purpose to compute tasks.
The only difference is the display output connectors though, everything in Epic's demos were rendered on those 4xTesla V100's to get even that 24 FPS in the Star Wars demo etc
Posted on Reply
#42
Vayra86
Has it yet occurred to anyone that the whole reason we now suddenly see not only Nvidia, but also AMD - AND - several developers speak about Raytracing...

... serves to enforce a reset of the marketplace and create a great divide between optimal mining cards and those not so optimal (the new upcoming).
These cards are likely to employ some sort of additional subsystem to push raytracing performance, and such a thing will have a power draw.

Another thing I'm seeing is the ridiculous inefficiency of any rendering of reflected surfaces on our current GPUs. Raytracing realistically may just not be that far off from it.

Bottom line, I can only applaud this move forward and the traction it seems to have in the industry. Its about damn time we made a new visual jump.
Posted on Reply
#43
Kaotik
Vayra86Has it yet occurred to anyone that the whole reason we now suddenly see not only Nvidia, but also AMD - AND - several developers speak about Raytracing...

... serves to enforce a reset of the marketplace and create a great divide between optimal mining cards and those not so optimal (the new upcoming).
These cards are likely to employ some sort of additional subsystem to push raytracing performance, and such a thing will have a power draw.

Another thing I'm seeing is the ridiculous inefficiency of any rendering of reflected surfaces on our current GPUs. Raytracing realistically may just not be that far off from it.

Bottom line, I can only applaud this move forward and the traction it seems to have in the industry. Its about damn time we made a new visual jump.
Actually both AMD and NVIDIA have touted real-time raytracing for couple years now and also have had tools available for it for couple years, the only thing that really changed was MS jumping aboard which brought devs in

edit: and for what it's worth, Imagination has had raytracing accelerators available since 2014'ish
Posted on Reply
#44
BiggieShady
Ray tracing in Metro is ridiculously subtle compared to nvidia, epic and 3dmark videos and accompanying materials of scientific papers for the tech:
Posted on Reply
#45
Vayra86
BiggieShadyRay tracing in Metro is ridiculously subtle compared to nvidia, epic and 3dmark videos and accompanying materials of scientific papers for the tech:
Having a really, really hard time seeing the ray traced content here. Shadows from the sunlight are definitely not - they are lacking any sort of definition, just a blur that adjusts at very low FPS like we're used to from a rigid day/night cycle. Reflections in water and on shiny surfaces, like the metal rings on the barrel or the refrigerator? Didn't really see them..

Nah, if anything, this looks like a layer of polish across the already decent engine 4A used before.
Posted on Reply
#46
BiggieShady
Vayra86Reflections in water and on shiny surfaces, like the metal rings on the barrel or the refrigerator?
Yup, those and glass surfaces on pictures on the wall ... some indirect lighting bouncing in interior scene ... very subtle, and seems like it's not the whole feature list from the rtx package, probably not to tank performance too much (and maybe to keep dx11 renderer looking similar enough).
Posted on Reply
Add your own comment
Apr 26th, 2024 06:00 EDT change timezone

New Forum Posts

Popular Reviews

Controversial News Posts