Metro 2033

Metro 2033

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BAnanaK1LL Mar 26, 2016 @ 5:21pm
Metro 2033 VS Metro 2033 Redux
I liked the version without redux and you ?
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Showing 1-13 of 13 comments
Jig McGalliger Mar 26, 2016 @ 5:58pm 
Redux has too many improvements for me to go back for any reason beyond comparison's sake.
HunterKiller Mar 26, 2016 @ 6:04pm 
Redux was easier, I think, however, it comes with all the DLC.
BAnanaK1LL Mar 26, 2016 @ 7:40pm 
Originally posted by HunterKiller ®:
Redux was easier, I think, however, it comes with all the DLC.
yup, is true
BAnanaK1LL Mar 26, 2016 @ 7:42pm 
Originally posted by Jig McGalliger:
Redux has too many improvements for me to go back for any reason beyond comparison's sake.

if you have many graphical improvements, but the original is not something that has the redux
Jig McGalliger Mar 27, 2016 @ 12:05am 
If by "easier" you mean fixed the terribly broken AI, then sure. Survival mode used the same stealth AI rules as the original, what was terrible was what comes after detection: all enemies know where you are at all times no matter what. Glad they fixed it... beyond that, Redux uses the same stealth AI, constraint mechanics, and filter timings as the original 2033 with Survival.

The improvements are much more than graphical, though I like the new semi global illumination model.
Last edited by Jig McGalliger; Mar 27, 2016 @ 12:06am
BAnanaK1LL Mar 27, 2016 @ 12:29am 
Originally posted by Jig McGalliger:
If by "easier" you mean fixed the terribly broken AI, then sure. Survival mode used the same stealth AI rules as the original, what was terrible was what comes after detection: all enemies know where you are at all times no matter what. Glad they fixed it... beyond that, Redux uses the same stealth AI, constraint mechanics, and filter timings as the original 2033 with Survival.

The improvements are much more than graphical, though I like the new semi global illumination model.

It is true, I'll be I did not get over
Lord Of Dorkness Mar 27, 2016 @ 5:52am 
Haven't bought Redux myself yet, but I've watched a few let's plays.

And frankly? I get what they were going for with the oppressive darkness, but actually being able to see the levels wihtout your flashlight AND nightvison on is a huge pro for the redux versions. The day I actually fork over for those versions, I doubt I'll ever go back for that reason alone.
Petr[CZ] Mar 30, 2016 @ 4:55am 
Always classic :)
ww2_v2 Apr 3, 2016 @ 5:19am 
There are too many flickering textures in Redux to make it a clear winner in my opinion (especially on the ground). What's the point of remastering something to make it look better when there is z-fighting going on (yes, it's a real term - look it up if you don't believe me)? This doesn't appear to happen on PS4 and Xbox One. I wish I could say the same for PC, but unfortunately it appears as though it will now never get patched out.
Jig McGalliger Apr 3, 2016 @ 2:40pm 
There are only a couple of instances where this happens (though "Defense" is a big offender). It is caused by the use of multilayered textures and their tessellated models conflicting with one another. Something new to the franchise as of Last Light, while 2033 only tessellated characters/mutants, not terrain.

Keep in mind that the level was designed before this tessellated terrain became the status quo, so it explain why the conflicts occur. It doesn't explain why they never bothered fixing it, but it was never a major issue.
ww2_v2 Apr 3, 2016 @ 4:06pm 
Originally posted by Jig McGalliger:
There are only a couple of instances where this happens (though "Defense" is a big offender). It is caused by the use of multilayered textures and their tessellated models conflicting with one another. Something new to the franchise as of Last Light, while 2033 only tessellated characters/mutants, not terrain.

Keep in mind that the level was designed before this tessellated terrain became the status quo, so it explain why the conflicts occur. It doesn't explain why they never bothered fixing it, but it was never a major issue.

I appreciate where you are coming from on this one, but I went back to play Metro 2033 Redux recently, and even from the very beginning of the game I was noticing flickering textures in places (I admit that it was nothing like how it happens in the 'Defence' level, but it was still there nonetheless). I have a very keen eye and I can pick up on that kind of thing from a mile away, and unfortunately I find it extremely distracting (believe me, I wish it wasn't the case).

That was enough to keep taking me out of the atmosphere of the game, so I simply stopped playing. I have watched playthroughs on youtube with the console versions - flickering textures simply don't exist in any area whatsoever. I feel like more effort went into the console versions. There is no excuse as to why this wasn't addressed and patched out on the PC version. Just because it wasn't a major issue for you doesn't mean that it wasn't an issue for other people.
Jig McGalliger Apr 3, 2016 @ 11:03pm 
The consoles don't use tessellation much on terrain afaik, which is the only distance based visual effect. I never got texture popping with tessellation on my 980 or 660Ti, I've always heard tessellation can act differently for AMD cards (and OpenGL). I certainly don't have ANY popping issues at ANY distance except for defense and maybe one other instance, flawless beyond that. This game is purely batch loaded (as opposed to stream loaded) so all the textures are loaded at once during the loadscreen. Did you trying messing with the various tessellation settings? You can always contact DS and 4A.
Last edited by Jig McGalliger; Apr 3, 2016 @ 11:07pm
BAnanaK1LL Apr 4, 2016 @ 5:22pm 
Originally posted by PetrCZ:
Always classic :)
yup. me too :combate:
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Date Posted: Mar 26, 2016 @ 5:21pm
Posts: 13