Metro last night mac system requirements

Seriously considering multiple monitors. Maybe not right away, though. What IS optimal? Are they talking all max at 60fps? KHAndAnime Optimum? I'd consider that optimum.

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My laptop is pretty much exactly at the minimum requirements. But I might wait on getting this one until after I build a new desktop, which will probably be on the high end of the recommended specs, but not quite optimum. But that's alright, as I highly doubt I'll be going above p. Way to project your own insecurities onto others, dumbass. Seriously, who the fvck cares what other people spend their money on?

You, apparently. The width of those bezels would definitely annoy me during gaming, though. If I had that setup, I'd probably move the monitors to slightly overlap each other, to cut the width of the bezels in half. Please Log In to post. This topic is locked from further discussion. I'm between recommended and optimum myself. Low setting for me then.


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If a single Titan can max it p then the game is way more optimized than was. Oh nice, can't wait to try it in eyefinity. I certainly won't be playing it on it's highest settings, but I'm happy to see a game that's using the tech. I hope that isn't due to un-optimization like the last game, but for the graphics! Optimum here.

Didn't really like metro , so not that upset that i'd be on low settings. That is what Nvidia is saying.

Metro: Last Light Graphics Breakdown & Performance Guide

I added a description from what I can find next to the requirement label. Good luck with that! Doesn't sound unreasonable at all for the top-end cards we have today. Is there a medium setting?? I guess I'm surprised anyone on the PC board cares about a game that runs on bottom of the bucket console hardware. Cool, should meet recommended alright. Games like this is why I have 2 s.

Metro 2033/Last Light questions

Oh no! I'm really worried! FaustArp Why do you play at just p? FaustArp anyone who is dumb enough to spend that kind of money on two graphics cards deserves to be laughed at GamingVengeance Why do you play at just p? I'm a bit torn on the issue tbh. Geminon anyone who is dumb enough to spend that kind of money on two graphics cards deserves to be laughed at Nothing wrong with spending that much money on graphics cards.

But when you spend that much just to power x, well That is rather daft. Yeah, he's a sound designer for a game studio.

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Without SSAA, each config can be cranked up to x or x on higher-resolution monitors. You may also be interested to know that Metro: Last Light launches with full Surround multi-monitor support, 3D Vision support, and 3D Vision Surround support, immersing the player in the action through the use of three Hz stereoscopic 3D widescreen monitors. Performance data has yet to be run on those configurations, but one can predict that a high-end system will be required when using max settings, based on our single-screen results.

As is evident from the reams of technical info in this article, Metro: Last Light is one of the most technologically and graphically advanced games ever released, using the latest techniques and solutions to attain an unprecedented level of image quality. For hardware-accelerated GPU effects a faster GTX is recommended, and for tessellation we found a GTX to be necessary to maintain a minimum of 40 frames per second at all times whilst simultaneously using Very High settings and PhysX.

Metro: Last Light shows what the latest GPUs are capable of when properly utilized, and offers an early look at the next-generation of games, which will be playing catch-up in and beyond. Learn more here. View the discussion thread. Skip to main content. Featured News. Most commented. This monster's teeth are even sharper, and its body smoother and more detailed through the use of tessellation.

Click here to view an interactive comparison highlighting the benefits of object tessellation. Click here to view an interactive comparison highlighting the benefits of environmental tessellation. Each piece of debris and each spark collides with the terrain, bounces, and ultimately comes to a rest. As they do, each casts a shadow, and should other pieces and sparks be nearby they may cast their own shadows upon their comrades. Explosive Enhancements Like gunshots, explosions result in the emission of extra physics-led particles when hardware PhysX is enabled.

The difference here being the propelling of pieces through the force of the explosion, and the interaction of the explosion with other objects and physics-led effects. Furthermore, 4A was able to hand-tune the force of each explosion, ensuring an explosive barrel emits a greater degree of force than a small handheld grenade, directly affecting the maximum distance that debris can be propelled, adding a further element of realism to the effect. With hardware PhysX enabled, many of these effects are rendered as real-time Fog Volumes solely using PhysX particles, enabling the effects to float around the environment, collide with one another, and react to external forces, like the explosions detailed earlier.

In the case of banners, flags, drapes, and other pieces of cloth, years of exposure to the elements have left them looking tattered and worn, and as the wind whips through the abandoned tunnels the cloth billows in the breeze. Click here to view an interactive comparison highlighting the benefits of Supersampling Anti-Aliasing. Note the increased detail in the environment, on the fence, on the tree, on the grass, and on the particles when using SSAA. For a closer look at the detail SSAA can expose, check out the enlarged comparison below.

Click here to view an enlarged interactive comparison that better shows the improvements SSAA can introduce. In short, AO adds contact shadows where two surfaces or objects meet, and where an object blocks light from reaching another nearby game element. The AO technique used and the quality of the implementation affects the level of accuracy of the shadowing, and whether new shadows are formed when the level of occlusion is low.

Without Ambient Occlusion, scenes can look flat and unrealistic, and objects can appear as if they are floating on surfaces. Detail Texturing Detail Texturing increases the visual quality of a textured surface when viewed up-close by blending a second texture in with the first. Commonly, developers use this technique to make the textures of outdoor areas appear detailed up close by introducing the second higher-quality texture as the player nears.

At distance, a single lower-quality texture is used on the terrain, allowing performance to remain high even when viewing expansive vistas. Click here to view an interactive comparison highlighting the benefits of Detail Texturing. Geometric Detail As the Quality setting raises, so does the level of detail in the world, increasing the visual complexity and quality of buildings, objects, characters, the terrain, and other game elements.

Benchmarked - Metro: Last Light Redux

These include, but are not limited to, High Dynamic Range lighting, bloom, Blue Shift , Tone Mapping, camera-style exposure adaptation, real-time color correction, film grain, full-scene noise, and depth of field out-of-focus rendering. An example of Blue Shift in action. For Last Light , 4A Games has broken the catch-all Shader Quality option into its composite pieces, giving them a greater degree of control over each individual effect.

Click here to view an interactive comparison highlighting the benefits of Light-Material Interaction. Motion Blur Motion Blur is a contentious setting online, receiving as much love as it does derision. Instead, 4A applies velocity-specific blur that can be fine-tuned and focused, preserving detail whilst simultaneously adding a high-action, high-speed feel to fast-paced scenes. A screenshot showing variable object-based motion blur. Parallax Mapping Parallax Mapping performs a similar duty to Bump Mapping, adding simulated detail to walls and other surfaces that would be too expensive to render with polygons or tessellation.

A more-modern technique, its quality is a step-above Bump Mapping, making it more suitable for surfaces and objects viewed up-close. Shadow Filtering An essential feature in a shadow-heavy game like Last Light , Shadow Filtering softens and smooths the edges of shadows, removes visual artifacts, and eliminates shadow dithering. Shadow Resolution To create natural-looking shadows in real-time, a high shadow map resolution is required. As the Shadow Resolution increases so does the quality of every game shadow, enabling them to better replicate the shape of the shadow caster, be that a mug or a building, or a moving person.

Skin Shading Similar to Light-Material Interaction, which controls the interaction of light with non-organic surfaces, Skin Shading determines how light interacts with the skin of human characters. Click here to view an interactive comparison highlighting the benefits of Subsurface Scattering. Soft Particles Particle effects with depth, like smoke, fire or fog, are typically squares comprised of sprites, overlaid on the screen to simulate the appearance of dynamic particle effects.

In open environments this is a perfectly acceptable, high-speed solution for simulating particle effects, but in enclosed rooms the sprite square often intersects with geometry, revealing visible lines where the two meet. This shatters the illusion of the effect and prevents it from appearing as intended. Volumetric Texturing Soft Particles may be superior to Hard Particles that clip when intersecting with geometry, but ultimately their use of sprites limits their quality and the ways in which they can be manipulated.


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A more modern, more flexible technique called Volumetric Texturing allows 4A to create improved effects that are more suitable for up-close examination. Conclusion As is evident from the reams of technical info in this article, Metro: Last Light is one of the most technologically and graphically advanced games ever released, using the latest techniques and solutions to attain an unprecedented level of image quality. Follow GeForce. Very High. Ambient Occlusion.

Analytical Anti-Aliasing. Bump Mapping. Detail Texturing. Geometric Detail. Image Post-Processing. Light-Material Interaction. Motion Blur. Parallax Mapping. Shadow Filtering. Shadow Resolution.

The History of Metro: Last Light

Skin Shading. Soft Particles. Volumetric Texturing. Advanced PhysX.