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They are not awesome at all. HL Alyx had much better graphics. Like MUCH BETTER.
These graphics break any kind of immersion its awful.
Even standalone Batman looks much more detailed than this mobile port, if we leave resolution aside. (Also have 4090, but pushing settings to the max doesn't increase textures and model details in this game.)
Indie game devs at least are producing games for us unlike the overall AAA industry who won't give up a single dollar of profit to support VR.
That said, it would have been nice to at least have seen a higher texture pack for PCVR/PSVR2 though.
I get it. But i'm not playing games that remind me of games from 30 years ago.
Reminds me of playing VR in the 90's at David and Busters and it was stick figures walking around shooting at each other.
You can always check on steamdb[steamdb.info] to see the technologies on the metadata → detected technologies field.
But I disagree about the textures. Metro Awakening has much higher resolution textures and bump mappings than Half-Life 2. Maybe there is some configuration or middleware that makes your game use low-res textures?
I would appreciate a screenshot showing these low-res textures. It's definitely not my experience.
https://steamcommunity.com/sharedfiles/filedetails/?id=3413480402
Strange is that in "The 7th Guest" from the same company the textures are also simple but it fits much better to the environment.
However. I am on a second run through the Metro to collect the Steam-Achievments and i don´t see the bad textures anymore.
Metro Awakening is a bottom-end Quest port - made for the 1.2 tflops Quest 2 Adreno 650 phone gpu. That's why - you get no more polygons or opponents than the Adreno 650 can handle.
That said, devs added some real-time lighting and dynamic shadows, and we can super-sample, but garbage in, garbage out.
My thinking was games were developed for the strongest platform and on lowerend devices a user needs to reduce the details.
It is nonsense to develop software for the lowest level without abilities to choose on highend-systems.
Who wants to run highend games could upgrade the hardware. Like usually in Flatgames.
The devs behind Metro Awakening thought that the Quest 2 version far would outsell other versions. With 20+ mill Quest 2s sold, it seemed like a logical assumption. But many Quest 2 users are kids, they don't buy games made for adults.
Metro Awakening ended up selling about 3 times better for PSVR2 and PCVR than standalone Quest. That was a great error by the devs. They focused all their energy on the lowest-end Quest 2 version, then ported it to high-end VR and added some real-time lighting and dynamic shadows.
Here you can see that we all got the Quest 2 version - same npcs and geometry:
https://youtu.be/_G-kdBNfhxE?si=8mJfvoskAb8YU5rH
We can only dream of what the game would have been like if designed ground-up for PCVR and PSVR2.
Some fp32 performance differences:
Quest 2 = 1.2 tflops
Quest 3 = 2.4 tflops
PSVR2 = 10.2 tflops (about 15 with eye-tracked foveated rendering)
RTX 4060 Ti = 22 tflops
RTX 3090 = 36 tflops
RTX 4090 = 83 tflops
RTX 5090 = 104 tflops
Some games like fortnite can scale from potato mode to raytraced and kind of demanding so I don't understand why VR can't have the same.