Metro Last Light less than 1GB Vram @ 1440P ?

Stuka87

Diamond Member
Dec 10, 2010
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Or maybe its because its a console port that runs so poorly on consoles that they cheaped out on graphics quality so we get stuck with worse looking game?
 

Irishwhitey

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Jun 3, 2013
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Or maybe its because its a console port that runs so poorly on consoles that they cheaped out on graphics quality so we get stuck with worse looking game?

Doubt that as Metro Last Light is among the best looking PC games to date. 4A also did a grate job of making it look great on the PS3. Does MLL run poor on consoles ? If so please cite the links to your claims brotha !
 

f1sherman

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Apr 5, 2011
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Or maybe its because its a console port that runs so poorly on consoles that they cheaped out on graphics quality so we get stuck with worse looking game?

Someone better make S.T.A.L.K.E.R. 2 that runs and looks as bad as Metro LL.

Yes plx :)
 

escrow4

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Feb 4, 2013
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I can never understand how people think a game that looks as good as Metro LL should perform like god. Besides the hardware in consoles is so old and weak just goes to show how well optimized 4A made the game.

It does indeed play like god on my titan and look great. That youtube link nearly caused my eyes to bleed though. So so ugly compared to a gaming PC.
 

Irishwhitey

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Jun 3, 2013
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-great looking PC game.
PC [done right] port to console done by do or die employees,
-out of the box very high @ 2560x1440 60fps ,and sli was never 99% + 99%[nv issues]]
-oh and on 2010 cards.
Ya Last Light is a really nicely optimized title although SLI 580s are by no means a slouch I mean it faster than a 780.
 

JayManB

Junior Member
May 27, 2013
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The most I've ever seen Metro LL use at 1080p is 840mb.

I really like the game now that they got the majority of the stuttering fixed.

Some of the textures are pretty terrible looking. That probably explains part of why the VRAM usage is low.

One other thing that bothers me about this game is the animations are off. Its almost like they are not at the same framerate as everything else is the best way I can think to describe it. I play locked at 60FPS maybe they were designed to look their best at 30.

This game was definitely worth the price and has some great atmosphere.

Hopefully the new consoles will let ports be better in the future.
 

Imouto

Golden Member
Jul 6, 2011
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Animations usually aren't fps/frame bound. In fact it is a terrible idea to lock them to the fps/frame. I highly doubt any modern game is done that way.
 

Erenhardt

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Dec 1, 2012
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Putting the same concrete texture all over the place can reduce vram requirements ;)
 

PrincessFrosty

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Feb 13, 2008
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www.frostyhacks.blogspot.com
Played this game in 3D on my 580 in mostly max settings with a few things set to medium like tesellation and motion blur, was generally very good a little choppy in places.

Half way through the game my 2nd 580 arrived and bumped all the settings to max and enjoyed the game smooth as butter.

bare in mind I played the entire game in 3D which requires twice the frame rate, 120fps, 60fps per eye.
 

Stuka87

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Dec 10, 2010
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The most I've ever seen Metro LL use at 1080p is 840mb.

I really like the game now that they got the majority of the stuttering fixed.

Some of the textures are pretty terrible looking. That probably explains part of why the VRAM usage is low.

Exactly, and this stems from it being a console port. The same textures are repeated all over the place, and a lot of them are pretty low quality.

You look at a game like Bioshock Infinite and the PC got super high res textures that the consoles did not. In MLL the PC gets the same textures as the console, which I personally find unacceptable.
 

KentState

Diamond Member
Oct 19, 2001
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A texture requires a finite amount of memory and a frame requires a certain number of textures. Either there is a lack of unique textures or they are being swapped out heavily. To say this is efficient coding is just silly. It would make more sense to maximize the RAM available and avoid all the swapping.