Metro: Exodus Enhanced Makes The Best Case For Ray Tracing Yet

In August 2018, Nvidia’s founder and CEO Jensen Huang revealed the RTX line, the company’s first GPUs capable of real-time ray tracing. It marked an inflection point in video game rendering that is still gradually being adopted, with many of its lofty promises still needing to materialize. One of those was Metro: Exodus–one of the first games to adopt some form of ray tracing support, but not to the degree teased by Huang. It’s taken three more years to get to that, but Metro: Exodus Enhanced Edition delivers the most convincing example yet of why ray tracing is so exciting.

Ray tracing, if you’re unfamiliar, is a technique of sending out numerous “rays” (straight lines from in-game objects) into a scene and collecting data from other objects they come into contact with. This allows for more information for a game engine to digest from a scene, especially from game objects not currently in a player’s view. In many games, ray tracing is implemented in a variety of small ways. Some, like Control, focus heavily on reflections, be it off shiny surfaces or translucent glass. Others use it on lighting–in the case of Returnal, for its many, many particle effects. The reason ray tracing is implemented sparingly is that it can be a drag on graphical performance, and game engines are still working to catch up to support the full suite of options ray tracing offers.

Now Playing: Metro Exodus Enhanced – Uncovered

The Enhanced Edition for Metro: Exodus, through a free update to all players on PC, features a completely reworked version of the game running on a new version of its engine with ray tracing as a core feature, which leads to drastic changes in the game’s visual presentation.

The biggest change is the game’s Global Illumination system, which is now entirely handled by ray-traced lighting. That means every light source, from the sun to the bullet-shaped lighter in protagonist Artyom’s pocket, casts its own light rays onto surfaces in the game that bounce and illuminate the area. Combined with technically complicated emissive surfaces (allowing distinct objects like a lightbulb or a flame to propagate light according to their shape and size) and light color mixtures (the light from your flashlight and the nearby glow of a campfire can fuse in real time), it produces a lighting system that is one of the most impressive you might see in a modern video game. Just from a technical standpoint, it’s exciting to see Metro: Exodus’s ray tracing systems running in real-time at all, nevermind smoothly with appropriately powerful hardware (the Enhanced Edition requires a GPU with hardware-accelerated ray tracing support, which certainly helps).

Despite its advantage over traditional lighting techniques (commonly known as rasterization), it might be an improvement that’s not immediately apparent without a direct comparison to the original version of the game. Given how prominent rasterization has been for so many years, developers, like 4A Games, have become very good at faking lighting to look as realistic as possible without light sources physically interacting with one another. But when they do, the moods of certain scenes change entirely. The prologue through the dark tunnels of the metro seems less ominous, thanks to cracks in the ceiling and crackling bonfires flooding rooms with light in a way that wasn’t previously possible. Traditional lighting is a lot more finely tuned in its implementation in a way that this more physically accurate method doesn’t replicate. Developer 4A Games still had to adjust, as detailed in Digital Foundry’s extensive technical breakdown, but for the most part, the engine is letting light sources react off each other in a way that you’d expect from real life.

Games don’t often reflect reality in a way that is accurate, with saturations and embellishments used to intensify effects that are pleasing to the eye. That isn’t to say that ray tracing’s more accurate direction doesn’t produce those same moments of splendor. Once above ground and moving in and out of dilapidated structures, the true strength to Metro: Exodus’ new shine reveals itself. The way light produces soft, accurate shadows and ambient occlusion (the calculation made to determine how brightly lit a game object should be) on static and moving objects alike is mesmerizing, in a way that makes it difficult to look back to the heavily faked implementations of the same thing in most modern games.

This is especially true in the game’s open areas with a dynamic day/night cycle, where environments change in drastic ways based on the time of day. It makes sneaking into an enemy camp at night, for example, feel more immersive, as the absence of light sources shrouds you completely in darkness. Watching light sources glow in the distances and illuminate their surroundings with the correct color and intensity allowed me to make my way around areas more intelligently, while I took pleasure in extinguishing candles and lamps to disappear again from an enemy’s view.

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It’s something that needs to be seen to be believed, especially since most of the conversation regarding ray tracing centers squarely on its implementation of reflections. Metro: Exodus doesn’t skimp on this either, but it’s far less impressive than the game’s global illumination. Like other titles, reflections on surfaces like water are ray-traced rather than adapted from what is currently on screen, letting you see objects outside of your view rendered convincingly in reflections. There is a steep cut-off as to where this starts, however, and you might often see instances where objects around you disappear from reflections as if they’re being calculated using traditional screen-space techniques. Given that Metro: Exodus takes place mostly outdoors and not in an environment with thousands of reflective surfaces, it’s less noticeable than in a game like Control. And it’s still an improvement over the original, which had no ray-traced reflections at all.

All of this comes with a cost, however, and you’ll need a capable GPU to really keep up with the splendor that this Enhanced Edition offers. To ease things a bit, this new version also features the latest version of Nvidia’s DLSS technology, which is a big improvement over the initial implementation on the original game. When Metro: Exodus was released, DLSS was criticized for producing an extremely blurry image, as its AI-assisted reconstruction wasn’t fully optimized. Given that Metro: Exodus was the first game to support it, it’s great to see this latest, improved DLSS version in the game now, letting you extract many more frames per second without nearly as much of a hit to visual quality. It’s essential if you’re planning to play at higher resolutions or on older cards such as the RTX 2070. It makes more of an impact than the new Variable Rate Shading setting, too, which doesn’t really seem to improve performance all that much.

If you have the hardware to support it, Metro: Exodus Enhanced Edition makes an already visually stunning game more eye-catching while also providing a glimpse into a future where ray-traced lighting replaces all the great rasterization techniques of old. It’s the most all-encompassing attempt yet at proving why ray tracing is so exciting and provides more than enough reason to return to the survival shooter just to play around with its physically reactive systems. Considering it’s free, too, it’s hard not to recommend giving it another pass.

WWE 2K22 Reveals New Face Scanning System

There’s a lot riding on WWE 2K22, after 2K20 released to abysmal reviews and 2K21 was cancelled outright. The development team at Visual Concepts has been sharing new behind the scenes clips teasing new systems and re-worked graphics, starting with a brand-new face scanning rig.

The clip shows WWE stars Booker T and Ric Flair being scanned into the game, with the two wrestlers pulling various faces for the cameras to capture. The tweet says the new rig includes “80 high resolution cameras and all-new software to map everything to a high-precision 3D sculpt.”

Developer Patrick Gilmore also shared that the facial scanning for WWE 2K22 has been done on a larger scale than the game has seen in years. “I think at least five years since we’ve captured so many superstars,” he said, adding that they had been scanning “coast to coast in the US and even in Europe this year.”

Gilmore added that the team built a second trailer to send over to Florida, though the rig was first tested by California-based Bayley, who became the first superstar scanned for 2K20.

As part of regular behind the scene updates promised by the WWE 2K22 team, another tweet shared a superstar entrance in the making, with the video showing the various steps to building a show-stopping entrance.

WWE 2K22 was first announced at Wrestlemania 37 in April this year. The game doesn’t currently have a release date or platforms announced.

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Dragon Age Writer’s New Game Posts Updates On Its Characters

It’s been around a year and a half since former Dragon Age writer David Gaider announced Chorus, a musical-themed game from his new studio, Summerfall. A new update from character artist Benjamin Ee explains how the game has grown and changed in that time, with the blog post going over some of the character’s evolving looks.

The first character looked at is Calliope–in Greek mythology Calliope is known as the “Chief of all Muses,” but in Chorus, she’s a little bit more punk rock. Ee says Calliope has changed a lot in the development process, with early feedback leading to her character and role in the story being revised. Her finalized look is an eclectic modern outfit that came about through “merging goth with rave aesthetics,” as explained by Ee in the blog.

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The main character Grace, voiced by Laura Bailey, also received an outfit update. While the bones of her design haven’t changed, the outfit was updated to look more like what a woman would actually wear in 2021.

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“Specifically, the low-cut denim and the lengthy elastic shirt she was wearing had been long abandoned in the eyes of women’s fashion,” Ee explained, saying that female developers at the studio had pointed out that Grace was previously pretty out of date.

The last update was done more for functionality than for aesthetic reasons–as development progressed, the team found that the intricate leaf patterning on Persephone’s luxurious silk coat was a challenge to reliably replicate. Rather than just changing the pattern, Ee went back to the drawing board to redesign the coat into a “full silk modern kimono” with more subdued patterning.

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Chorus was fully funded on crowdfunding platform Fig, and the development team continues to share updates on the platform. Other posts have shared update on the game’s writing, songwriting, and romances–an important aspect for any game with David Gaider on board.

A Murdered Teen Footballer Has Been Added To FIFA 21 For Knife Crime Awareness

15 years ago, Kiyan Prince passed away after being stabbed in the chest while trying to break up a fight outside his school in London. The 15-year-old was a promising football player, an academy player at Queen’s Park Rangers–and now QPR has officially signed him in an initiative to raise awareness for knife crime, Video Games Chronicle reports.

Prince has been assigned the squad number 30, marking how old he would have been if he was still alive today, and has also been added to FIFA 21‘s QPR squad. The tribute is the result of a partnership with the Kiyan Prince Foundation, which was established by Prince’s family to educate young people about knife crime.

“Through this campaign my hope is that the world finally gets to glimpse Kiyan’s incredible potential fulfilled,” said Prince’s father and KPF founder Dr Mark Prince. “We get to honour his talent and, hopefully, we can inspire other kids to honour their own talent too.”

“Most of these guys, this generation, they play FIFA, they will see Kiyan and if that can change just one of their mindsets then it will be a benefit,” QPR Director of Football Les Ferdinand added.

Kiyan Prince is now included in FIFA 21‘s Kick-Off mode and career mode on PC, while console players will be able to access him from May 19.

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Apple Reveals New Accessibility Features For iPhone, iPad, And Apple Watch

Apple announced today its next steps in improving accessibility in its products. A host of improvements, features, and options are coming that are designed to help disabled people get the most out of their Apple devices.

In a press release, Apple revealed that substantial new features are coming to iPhone, Apple Watch, and iPad. On iPhones, Apple is updating the Made For iPhone program by adding support for new bi-directional hearing aids. These new aids have microphones that’ll allow wearers to have hands-free phone and FaceTime calls. In addition, Apple is also adding support for audiograms (or hearing tests) that will let users import data from their tests to customize audio.

Apple is also adding a background sounds feature, which is designed to help people stay focused by providing consistent noise like white noise, or ocean, rain, or stream sounds. It’s meant to mask environmental sounds, but Apple says that the feature will integrate with system or other audio played on your device.

On Apple Watch, Apple is adding the AssistiveTouch feature that is designed to allow for no-touch navigation of the watch display. Considering that Apple Watches have, until now, relied on touch and voice commands, this is a pretty big feature. In essence, it lets people who may have upper-limb mobility differences to use hand gestures on the hand wearing the watch to move a cursor around its screen. Navigational features are coming to iPad, too, with support for eye tracking on the way. This will allow for users to navigate an iPad screen by moving a cursor with eye gestures that are picked up by the iPad’s camera.

Finally, enhanced VoiceOver support is coming to photos on Apple devices. While VoiceOver has already supported reading out descriptions of images, Apple will soon add capabilities to explore more information about what’s in photographs. For example, for an image of a receipt, the feature will read out what’s on the receipt as if it’s a spreadsheet table.

These are all fantastic features to help improve usability by disabled and neurodivergent folks, and the technology used to power these additions will likely improve many other parts of the Apple user experience down the line. Apple will launch these features later this year.

Daily Deals: All PS5 Accessories Are Back in Stock Today

The PlayStation 5 console may still be incredibly hard to find, but for those of you who were lucky enough to secure one, PS5 accessories are starting to become more readily available. Today all official PS5 accessories are available, and that includes the PS5 media remote, DualSense charging station, and the new DualSense controllers in Cosmic Red and Midnight Black. Sony’s Days of Play Sale will start at the end of the month and several PS4 and PS5 games will be discounted, but there has been no mention of discounts on accessories. Stock up now so you’ll be ready when the big video game sale drops.

Sony PS5 Accessories Back in Stock

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More Daily Deals for May 19

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Video Game Deals

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Eric Song is IGN’s deal curator and spends roughly 1/4 of his income on stuff he posts. Check out his latest Daily Deals Article and subscribe to his IGN Deals Newsletter.

Ratchet & Clank: Rift Apart – Every Weapon and Armor Set Revealed So Far

To help in the wait for Ratchet & Clank: Rift Apart’s upcoming launch on June 11 for PS5, we’ve gathered each and every weapon and armor set revealed so far for the PS5 exclusive.

From a new armor system that lets you mix-and-match your favorites, to the return of weapons like the Buzz Blades, to the brand new Topiary Sprinkler that stops enemies in their tracks by turning them into garden sculptures, there will be a ton of fun toys to earn and play with in Rift Apart.

In the slideshow below, you can check all of them out.

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All of these weapons and armor sets have been revealed through such avenues as IGN’s latest preview of Ratchet & Clank: Rift Apart and the State of Play that revealed over 15 minutes of new gameplay.

Insomniac recently spoke with IGN about how Ratchet & Clank: Rift Apart will utilize the DualSense and 3D Audio to help you feel every shot and control how you use your weapons. For example, the Burst Pistol will shoot out accurately-placed single shots if you pull the trigger down halfway. If you pull it down all the way, it will activate a rapid-fire spread that covers more area.

For more on Ratchet & Clank: Rift Apart, check out Insomniac’s thoughts on Rivet’s importance and our performance preview of the much-anticipated PS5 exclusive.

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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Why We Love Mass Effect: Legendary Edition

Mass Effect: Legendary Edition is out and we spend most of the show discussing it, from whether or not it was worth the wait (hint: it was), to what we think of Mass Effect 1’s quality-of-life upgrades, to how it holds up in 2021, and more! Plus: impressions of the upcoming Xbox exclusive The Ascent, new Xbox Game Pass games for the month of May, and more!

Subscribe on any of your favorite podcast feeds, to our new YouTube channel, or grab an MP3 download of this week’s episode. For more awesome content, check out the latest episode of IGN Unfiltered, featuring an interview with noted game industry investigative reporter Jason Schreier about the unfortunate nomadic lifestyle that many developers must live, crunch culture, unionization, and much more:

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Oh, and feel free to leave us a video Loot Box question on Twitter by tagging Ryan at the handle below!

For more next-gen coverage, make sure to check out our Xbox Series X review, our Xbox Series S review, and our PS5 review.

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Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.