The PC requirements are sky-high if you want to check all the bells and whistles, with an optimal experience demanding the costly GeForce Titan running in tandem with a powerful Core i7 CPU. Three years have passed, and we now have a focus on the DirectX 11 API to bring us improved environmental tessellation, a multitude of on-screen NPCs, cloth simulation physics, plus weather effects ranging from rain, ice and sun. Pushing back the technological boundaries with next-gen engines inevitably results in a hit when the same game is scaled back to current-gen platforms.īut with just a single-player campaign to focus on, the in-house 4A Engine builds on the strong, scalable fundamentals seen in the last game - itself born from the minds of the S.T.A.L.K.E.R series' chief architects. Similar technical showcases on PC such as Crysis 3 and Battlefield 3 haven't necessarily fared well in the transition to PS3 and 360 in the past, with effects pared-back or removed, native resolutions dropped, tearing added, and even a locked 30FPS being an untenable target once the going gets tough. Given how deeply current mid-to-low GPUs are confounded by Metro 2033's rigorous "Frontline" benchmark sequence, the idea that console platforms can handle the more advanced Last Light at even basic settings is an uncertain one. However, this sequel crucially marks the Kiev-based developer's first foray into the world of Sony's PlayStation 3 - giving us a conventional simultaneous triple-format launch. The last game ensures that the prowess of the 4A engine is a known quantity on PC and 360. Building on its in-house 4A Engine that debuted with cult hit Metro 2033, it's something of a technological wonder, with DirectX 11 features like tessellation, cutting-edge lighting effects and advanced PhysX realising its barren, Pripyat-inspired environments. With the release of Metro: Last Light, developer 4A Games brings to the table the most technically dazzling game since Crysis 3 first graced our screens three months ago.
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