- Metro last light benchmark 390 install#
- Metro last light benchmark 390 drivers#
- Metro last light benchmark 390 full#
- Metro last light benchmark 390 software#
- Metro last light benchmark 390 Pc#
Metro last light benchmark 390 install#
Went to install that and was informed it was already installed, removed it and re-installed and now everything works without the huge FPS drops.
Metro last light benchmark 390 drivers#
Downloaded the physx drivers from nvidia: Īfter some confusion about the date listed for those drivers, learnt there is built in updates within newer drivers, but that is the most recent physx SDK that is also needed.
Metro last light benchmark 390 software#
I noticed that the physx software was not listed under control panel/add&remove programs as it usually is. Also, patches.Re-installing drivers didn't work. I'd like to mix and match settings to suit me.
![metro last light benchmark 390 metro last light benchmark 390](https://static.techspot.com/articles-info/670/images/metro-last-light-benchmarks.jpg)
Metro last light benchmark 390 full#
Well, assuming the rest of the full game can run like that of course, because even though this should be a taxing benchmark some of the areas in the very beginning I went through suffered lower framerate more often.Įdit: settings on medium/normal get 52.76 average framerate, the same stutters in the beginning and only in an one second sequence did it go down to 24fps. The minimum framerate was still reported 3.93 though, due to all the hitches and mini stutters the game gets regardless of frame rate, I hope it's all fixed as outside issues it seems decently optimized given the above. Average framerate: 39.81 (limited to 59 fps max with Afterburner). The same scene without physx only goes down to the 20s for a couple seconds, a lot of the time around 30 and where there's less action over 40.
![metro last light benchmark 390 metro last light benchmark 390](https://images.gnwcdn.com/2013/articles/1/5/7/9/5/6/5/136845162806.jpg)
I don't get it, it's like the GPU stops working when they happen, its fan just stops being heard for split seconds.Įdit: lol, the benchmark went as low as 4.x fps with everything maxed (no AA, obviously, no Titan or dual GPUs here) and physx on.
Metro last light benchmark 390 Pc#
Very High settings are too much for my PC (3770K stock, 7970 3GB OC, 16GB DDR3), at least before any patches, but anything less makes things like fog look like utter shit.Īnd yeah, the shadow glitch and hitching all over the place are awful. There's a hardcore mode, what would Ranger do differently?Īlso, are there no custom/advanced visual settings or am I just not seeing that option? I got it unlocked with VPN but forgot to get the DLC before reverting to offline mode, oh well.
![metro last light benchmark 390 metro last light benchmark 390](https://i.ytimg.com/vi/8UuulhLuOJU/hqdefault.jpg)
For Last Light, 4A has replaced Multisample Anti-Aliasing with Supersampling Anti-Aliasing (SSAA), which creates a significantly smoother, more detailed image by internally rendering every element of the screen at a higher resolution. Unfortunately, due to 2033’s deferred lighting, the performance impact of MSAA was tremendous, making its use unfeasible on anything other than a three or four multi-GPU system when every other setting was enabled and maxed out. In Metro 2033, players could utilize Multisample Anti-Aliasing (MSAA) instead of Analytical Anti-Aliasing to generate an even sharper, less aliased image. A combination of FXAA and 4A tech, AAA improves upon other post-processing anti-aliasing techniques by doubling the internal resolution of the picture using pattern and shape detection, and downsampling the post-processed result back to the user’s screen resolution, resulting in an anti-aliased image that is far smoother and clearer than traditional post-process techniques can create. This may well trigger a number of issues listed above - you have been warned!īy default, Metro: Last Light utilizes 4A’s proprietary Analytical Anti-Aliasing (AAA) to lessen the impact of jagged, aliased edges on geometry, objects, characters, transparent textures, and all other screen elements. In the immediate term - the next title update, due in the next few days will allow you to directly change the FOV in the. We understand this issue is important to many people, and we have been looking at possible solutions. Game performance is also tied to FOV - the amount of geometric detail we put in each scene has been partly determined by this set FOV, and setting a wider FOV would have a performance impact. We had considered offering three FOV pre-sets, but this would still require significant work to re-do every animation, adjust the HUD and UI and other seemingly small but incredibly time consuming tasks.Įven with a wider but still fixed field of view, Artyom's hands would look too far away. In addition, all the game's first-person cut scenes and cinematics and each and every animation involving Artyom's hands - idle weapon animations, reloads, ladder climbing, melee attacks etc, - were created assuming the same, fixed field of view.Ĭhanging the FOV would break all the cut-scenes and animations - you would be able to see inside Artyom's arms, or they would appear to float in the air in front of you. The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible.
![metro last light benchmark 390 metro last light benchmark 390](https://www.trustedreviews.com/wp-content/uploads/sites/54/2015/09/R9-390-title-image-1.jpg)
Unfortunately, this was not as simple a thing to implement as it might appear! We're aware the community have been asking for a 'Field of View' slider for Metro: Last Light.