• Competitor rules

    Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.

Metro 2033 5970

Associate
Joined
23 Jul 2009
Posts
142
Location
England
Hey all, I purchased Metro 2033 around 2 months ago and I've only got around to installing and playing it.

So far, the performance has been dreadful. This is on a newly installed Win 7 64 bit with newest drivers (10.8).

According to this benchmark, the 5970 should be able to handle the game at 2560x1600 at playable frames on all max except advanced depth of view and AAA.
Link - http://www.hardocp.com/article/2010/03/25/nvidia_fermi_gtx_470_480_sli_review/3

I'm getting <1 fps on the menu and in game on these settings.

Is there something wrong? Thanks for any advice, rig in sig
 
Last edited:
something must be wrong i played it with all ingame settings maxed but i think only 2xaa on a GTX460 @ 1920x1080

no lag on the menu at all and above 30 fps nearly all the time

try playing with catalyst AI?
 
The 4A engine is very advanced, it ate my 5970 and 4GHz cpu for a snack haha!.It's more demanding than Crysis. The game is also nvidia optimized.
 
Yeah, it is demanding! but should I not be getting approximately the same frames as the benchmark anyway? I've tried fiddling with the catalyst AI and everything, but nothing really helps, has anyone else had this experience with Metro?
 
@arknor

Did you have the DX 11 features turned on also? advanced depth of field and tessalation? cheers

Turn both off, i get about 40-50fps with these off on very high DX11 at 1920x1200.If they on my fps can go as low as 10....this is on a 5870 so yours should be a fair amount higher with both turned off.I also had the ingame AAA on, not the MSAA because the fps difference was quite big.
 
I forget the actual numbers but a 5850 clocked/5870 will give you something like 10-12fps mins and 25-30fps average with Tesselation and DOF enabled, disabled you're looking more at 55-60fps average and 25-30fps minimums and is more than playable. Tesselation is almost completely unnoticeable and DOF makes the game look like crap, its simply a blurring effect thats not even close to realistic and its DOF that kills performance the most.

Both options kill performance on the 480gtx aswell. The 5970 should really be giving well above 60fps average at 1920x1080 all high except disabling those two settings so somethings just wrong with your setup most likely.

Is it working fine in all other games, if it is, I'd suggest maybe reinstalling the game, and/or download the physx software driver and reinstall that as I've seen others comment on physx software installing badly and working better after another install. I can't remember if the option for physx is available in Metro 2033 without a Nvidia card installed, did you maybe enable physx to high or something?

Other than that I'd suggest running something like afterburner, or gpu-z, make sure updating while in the backgroud option is enabled, go into the game, then alt-tab out and check what the clock settings/gpu load were while it was running, maybe its not clocking up or its not getting any gpu load.

Potentially physx/direct x updates might fix things. From recollection, as its been a while, I think Metro ran without issue, installed and ran fine on my 5850.

Maybe something in ati control panel, forcing 762x AA, or transparent AA, or supersampling or something is enabled, set everything to fairly basic/default options just in case, make sure Cat AI is enabled, but probably not on the advanced option.
 
@arknor

Did you have the DX 11 features turned on also? advanced depth of field and tessalation? cheers

yea i had them on but nvidia takes barely any hit from tessaltion because they pretty much built fermi around it so we have a lot of hardware tessaltion engines on our cards (nvidia polymorph engine)
 
Last edited:
I used GPU-Z and it confirmed both cores were being used at full clocks. I've disabled both tessalation and ADOF, along with phsyx, yet I am still getting unplayable frames, i'd say between 5-20. I've also tried restoring CCC to factory defaults, which it pretty much was anyway, with no improvement :(. It's fairly annoying how much money is spent to get unplayable results. Any other ideas guys? thanks a lot for the responses so far
 
What drivers are you using? also did you use the AAA or MSAA ingame? what does DX10 mode run like too?

Ah just saw you using 10.8s...well i could reinstall mine tomorrow and see if i get similar then it probably be the 10.8s if that's the case.
 
Last edited:
I would suggest putting all the settings down to their lowest and record what frame rates you get then crack them up one by one and see if there is any one setting that's giving you grief.

Might also want to try some other games and see if this is a card issue or game issue.
 
Last edited:
lets face it, Metro is the new Crysis :D

Crysis was finally "beaten" with the SLI480's in a previous thread I did but Metro is the new boy to beat....
 
From what i read ati cards have a single tessellation unit and the new nVidia cards have 15. How true is that?. Anyway check out the 4A Engine specs, no wonder your gaming experiences suffer in the frame rate dept :D. Also, metro2033 is a "twimtbp" title.

The 4A-Engine is a complete game development framework designed for Xbox 360®, PLAYSTATION®3 and DirectX9/DirectX10/DirectX11 - equipped PCs.

Rendering
Using innovative visualisation technology, based on human visual system (HVS) perception and response.

* The gamma-correct, linear colour space renderer
* High dynamic range rendering (HDR) Using floating-point buffers, allowing for tone mapping, exposure adaption, and blue shift, for camera/eye perceptual rendering
* Advanced deferred shading - allows hundreds of lights in frame, in huge, complex scenes
* All lighting is fully dynamic (including sun and skies), ability to use light-shaders, with dozens of special effects
* Umbra and penumbra - Correct soft shadows, including shadows correctly curved on bumped surface. Shadows from semi-transparent objects like particles.
* Weather and day/night model, including light scattering model and god-rays
* Volumetric fogging and lighting, even in animated, non-constant density media
* Global illumination effects and real-time reflective lights
* Parallax occlusion maps and real (geometric) displacement mapping
* Hierarchical per-pixel occlusion culling
* Real-time colour correction, film grain and noise, correct depth of field
* Velocity preserving motion-blur on a scene with millions of polygons and complex shading detail (including object blur)
* Deferred reflections - allows a lot of planar real time reflections in a single frame, like water, glass, etc.
* Ambient occlusion calculated on both the global scale (pre-calculated) and in real-time in screen space (SSAO)
* In addition to standard MSAA, the engine features analytical anti-aliasing (AAA) and "deferred super-sampling" modes which have much lower impact on frame-rate, while correctly ant-ialiasing all surfaces and not just edges
* Renderer is highly multi-threaded for multiple CPU cores.
* Plus: per-pixel lighting, bumpy reflections and refractions, animated and detail textures, shiny surfaces, cosmetic damage using albedo and bump blending, soft particles, etc.

Physics System
Powered by nVidia PhysX technology, can utilise multiple CPU cores, AGEIA PhysX hardware, or nVidia GPU hardware.

* Tightly integrated into the content pipeline and the game itself, including physical materials on all surfaces, physically driven sound, physically driven animations
* Rigid body and multi-jointed constructions. Breakable fences, walls , sheds and other objects. Thousands of different physical entities simulated per frame.
* Cloth simulation, water physics (including cross-interactions)
* Destruction and fracturing, physically based puzzles
* Soft body physics on selected special game entities
* On hardware-accelerated PhysX platforms engine implements full physically correct behaviour of particles such as smoke, debris, etc.

Audio
Multi-threaded high dynamic range Audio system with constant memory usage and data-driven design

* 3D sound positioning, spatialisation and attenuation
* Sound path tracing and transfer approximation for correct occlusion and obstruction perceiving.
* Reverb, low-pass/high-pass filtering, pitch shifting - all auto-calculated based on sound-path and adjustable by multi-layer environment zones, scripting or programmatically
* Dynamically reconstructing audio graphs
* OGG-vorbis compressed with adjustable quality, multi-threaded decompression

AI and Gameplay

* Deep story-driven experience, dynamic and remarkable missions
* Different gameplay styles stealth/brutal, different combat settings
* Group behaviour (including support for information sharing and creating dynamic groups of agents that act together)
* Designer-friendly visual scripting system, enables designers to script levels and control advanced AI behaviours using the Flow-Graph visual scripting system, placing most AI gameplay control in their hands.
* Efficient pathfinding for dynamic environment
* Advanced 3D topology dynamic analysis
* Virtual vision, hearing, "smelling" - realistic, believable and time and memory efficient implementation enables characters to sense objects in a natural way, depending on the object velocity, luminocity, etc.
* Multi-threaded Animation system controlled via visual scripting and flow graph

Streaming Technology

note: CPU cores/threads mentioned usually means both normal CPUs and Synergetic Processing Units (SPU).]
 
lets face it, Metro is the new Crysis :D

Crysis was finally "beaten" with the SLI480's in a previous thread I did but Metro is the new boy to beat....

Not suprising really that 480 SLi can beat Crysis, i would expect 470 SLi to do the same as well.
 
I had this same issue with metro on my 5870, the 1fps menu - it happens when u chose 4xAA instead of AAA (@5348x1050) for some reason ati just cant handle AA at high res. It may be easier to edit the two ini files to turn AA back to normal rather than endure the unbelievable amount of time it takes to get through the menus @ 1fps.
 
Tesselation is almost completely unnoticeable and DOF makes the game look like crap, its simply a blurring effect thats not even close to realistic and its DOF that kills performance the most.

Tessellation is subtle but does remove edges and rounds off items. I also personally really like DOF in this game and it did add to the overall experience. I think its a great effect.

Obviously these both place a big hit on frames, but if your rig can handle it then it would be crazy to turn it off. :)
 
Last edited:
Tessellation is subtle but does remove edges and rounds off items.
It looks as if tessellation is a killer?.

In basic terms, tessellation interpolates new polygons, so the closer you get to a tessellated object, the more polygons are generated.



Metro 2033 features superior volumetric fog, double the precision in the PhysX, 2048x2048 textures (up against 1024x1024 on console), better shadow-map definition and filtering, object blur in DX10, sub-surface scattering for superior skin shaders, parallax mapping on all surfaces and better geometric detail with less aggressive LODs.
 
Back
Top Bottom