Silent_Buddha
Legend
Metro Exodus's real time RTGI wasn't compelling for him but suddenly became so in EE? Why I wonder?
To be fair Metro: Exodus's original RT implementation was absolutely horrible. Mixing RT lighting with traditional rasterization tricks made the whole game look far worse than if they had just stuck with non-RT lighting throught. It's incredibly jarring in game when the two are mixed and you constantly transition between RT and non-RT lighting. It basically ends up looking like crap and is, IMO, the worst RT showcase of the first RT implementations. Uniformity and consistency in features is far more important unless it's done well and almost seemlessly when viewed. That wasn't the case in Metro Exodus. The game would have looked significantly better, IMO, if it was purely non-RT lighting and then they used the RT for something else instead of that aborted attempt to mix RT with non-RT lighting. Especially when their non-RT lighting was so subpar compared to other games on the market that did a much better job with non-RT lighting.
Metro: Exodus EE fixed that with finally making all lighting RT based. While there were still some drawbacks due to this, the lighting looks significantly better and the whole looks far more pleasing than the frankenstein that was Metro: Exodus prior to EE. So, while I agree that Control was a superb implementation of RT, Metro: Exodus was horrible until EE fixed it.
Even had I had a GPU that could run Metro: Exodus at 120+ FPS with RT on at the time, I would have instantly turned off RT just because of how bad it made the game look due to the inconsistent lighting. OTOH - I would have gladly left it on in Control and Metro: Exodus EE (although you obviously can't disable it in EE) if I had hardware that could run it at an acceptable to me framerate and resolution.
So, I fully get where he's coming from WRT Metro: Exodus and Metro: Exodus EE.
Regards,
SB