Metro Exodus PC Performance Explored Including Ray Tracing

Metro Exodus PC Performance Explored Including Ray Tracing

5 years ago
Anonymous $Dftgs0JzgE

https://wccftech.com/metro-exodus-pc-performance-explored-including-ray-tracing/

Time to leave the metro. The Metro series returns for a third installment and brings the 4A Engine along for the ride again in Metro Exodus.  This time we’re exploring a very different world than before.  In the first two entries into the series we found ourselves slinking through underground passageways and cities believing the world above to be completely left to waste.  Either way, if you’re curious how we rated the game make sure you catch our full review. But from here, let’s get into the performance review.

Testing Metro Exodus was a bit of a challenge, not just because I got locked out a couple times but because it is a game whose performance varies wildly depending on the scene.  You can see frame rates go from 150 to 60 in the matter of coming around a corner and seeing a flaming barrel.  Those flaming barrels are killer for performance.  The game does feature a built in benchmarking tool, but it’s pretty far off from actual in game performance.  I have a feeling that because it’s a DX12 title you’ll see a lot of people use it since it makes gathering result data easy, but I found that actual in game performance to be more indicative of what to expect.