Metro Exodus redux. Theoretically looks great, and I love the idea of faking the lighting as least as possible, making the workflow easier for artists. But god a few times the noise, from a 3090 at max settings, a reminder that there's limitations still, and anything below 4k is a mess. Making a weird crawling soft film grain effect is just not desireable, which is a shame as the 2060 performance implies this could be ported to the PS5/Series X even if image quality is questionable (maybe the S could run it at 30fps 900p?). And it comes with the other caveats of course, no full roughness value coverage, and of course no foliage (the big one).
Still, an excellent job overall, rather shockingly well done really, and a free upgrade is a free upgrade. I'm looking forward to the presentation, especially on their recursive temporal bounces, as those look much better done than that initial UE5 presentation we saw over a year ago. No pitch blacks just out of the way of light here, at least sofar as I saw. I really wonder how they managed that with one bounce from screenspace, as it doesn't seem possible in complex areas. But then, maybe the video (however it was sourced) didn't show areas that don't work, or the level design just works for this limitation. I haven't played it yet as I've been waiting for a new GPU (any day now, yep, any day).