Metro Last Light VGA Graphics Benchmark performance test

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In-game screenshots

 

In-game screenshots

4A Games’ proprietary 4A Engine is capable of rendering fantastic views, such as those showing the ruined remnants of Moscow, as well as immersive indoor areas that play with light and shadow, creating enticing and gorgeous  scenes close those from modern-day photos of Pripyat’s abandoned factories and schools. 

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Normally this level of detail would require many gigabytes of system memory and GPU VRAM, but thanks to a fairly efficient streaming system Last Light’s world uses less than 4GB of system memory, and here's a shocker, less than 2GB of VRAM, even at 2560x1440 with every setting enabled and maxed out. We had a hard time topping even 1 GB of VRAM usage.

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In Metro 2033, 4A Games tessellated characters, supernatural enemies, and some objects, adding extra detail and rounding out surfaces to make them appear more realistic and less angular. 

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For Metro: Last Light, 4A has tessellated anything and everything that would benefit, greatly improving the detail of every scene. look at the sreenshot, this done with normal tesselation. The characters just look fantastic. Opposed to their facial animation.

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To ensure maximum anti-aliasing quality, 4A continue to use AAA even when SSAA is enabled, simultaneously drawing on the strengths of both techniques. And because SSAA supersamples everything, AAA is also supersampled, doubling in quality when 4X SSAA is enabled, but taking a MASSIVE hit in performance. We recommend multi-GPU solutions when using 2xSSAA and 4xSSAA in higher resolutions.

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