Metro Exodus Enhanced Edition out next week for PC - Raytracing GPU is Mandatory

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It requires windows build 20H2, wow thats crazy.
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I wish they fixed the bug about crashing with DX12 and when shadowplay or rtss is running I bought the game early this year but stopped in the early missions because of the crash and waiting for this enhanced edition
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W@w@Y:

I wish they fixed the bug about crashing with DX12 and when shadowplay or rtss is running I bought the game early this year but stopped in the early missions because of the crash and waiting for this enhanced edition
Maybe it is fixed in the enhanced edition and will be fixed in the normal version?
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Denial:

I don't get it. If it came out and worked on non-RT cards but was literally just Metro Exodus, what would be the difference? That people without RT cards get to feel better about owning something that says "enhanced edition" but literally get zero benefit? Every game should just released enhanced editions after two years with zero changes lol
Isn't it what quite a lot of publishers do anyway? It is not bad that when core game is done, developer focuses on optimizations. I do not think they wanted to poop on non-DXR card owners. They removed non-DXR pipeline with its complexity and focused on DXR. Question is: "Will DXR in enhanced edition look and run better than it does in standard one?"
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I do not have an rtx gpu. And i own the game. Is the update going to be available for all even for non rtx cards users?
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DwightSchrute24:

I do not have an rtx gpu. And i own the game. Is the update going to be available for all even for non rtx cards users?
Yes.
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DwightSchrute24:

I do not have an rtx gpu. And i own the game. Is the update going to be available for all even for non rtx cards users?
It will not be enchanced for non rtx users i can tell you that. 😉
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Undying:

It will not be enchanced for non rtx users i can tell you that. 😉
they're not gonna update with fsr either
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Digital Foundry had a video about this Enhanced version, and personally I found the visual absolutely stunning. Unlimited ray bouncing for RT Global Illumination is great! [youtube=NbpZCSf4_Yk]
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sozuoka:

Digital Foundry had a video about this Enhanced version, and personally I found the visual absolutely stunning. Unlimited ray bouncing for RT Global Illumination is great! [youtube=NbpZCSf4_Yk]
How exactly are they doing "Unlimited bounce"? Is that even possible? Or, do they mean they're just using more bounces and it gives the impression of unlimited bounce? I've watched the video, but I'm just confused about how that would even work. I'm excited that this build will use the latest build of DLSS as 2.1 seems pretty darn awesome (certainly relative to the older version used in the previous build of ME). The game in this video looks stunning, but it seems to me that some of the human character models look sort of janky at times -- this bothered me in the original as well and mostly applies to the humans (monsters viewed in first person typically look pretty great to my eye). Like Artiem's girlfriend just looks jarring beside the environments to my eye for some reason at certain points. I'm not the biggest fan of games like the last of us or uncharted personally, but on a technical level, the way they handle their human models and those animations seems remarkably impressive.
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BlindBison:

How exactly are they doing "Unlimited bounce"? Is that even possible? Or, do they mean they're just using more bounces and it gives the impression of unlimited bounce? I've watched the video, but I'm just confused about how that would even work. I'm excited that this build will use the latest build of DLSS as 2.1 seems pretty darn awesome (certainly relative to the older version used in the previous build of ME).
It's accumulated, it's not all being done in the same frame. It's a similar technique to what UE5 is using - except in UE5 they use voxels.
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This should be a good showcase for the prowess of DLSS 2.0. Looking forward to seeing some benches.
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Denial:

It's accumulated, it's not all being done in the same frame. It's a similar technique to what UE5 is using - except in UE5 they use voxels.
theres enough delay on the lighting updates to irritate me.
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There is a difference between UNLIMITED and INFINITE. Unlimited proly means what Denial said: it keeps collecting them bounces in time. Also the intensity of bounces converges rapidly for anything that's not a mirror, so this unlimited bounces thing sounds like a marketing thing tbh. I mean do you really think you would be able to tell the difference between 10 and 1,000,000 bounces in a typical scene?
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I don't get the objections of some, what's wrong with a free RT (NOT RTX, which is an nVidia marketing thing) version of the game? Other than the added RT effects, there's no difference between it and the regular Metro Exodus (I have the main game + 2 expansions). As stated, I have Metro Exodus (plus Metro 2033 Redux, Metro LL Redux) and have played it on a number of occasions, even runs decently on my Vega 64 RD at 3440x1440 (with some graphics tweaks of course). I'm looking forward to downloading and playing this game, I wanna see if my card can handle it at max or darn near max setting at 3840x1080.
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And now I must ask......is it out already?
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10 hours from now.
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I can't find the store page for it on steam?