Metro Awakening

Metro Awakening

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ARCHION Jan 7 @ 4:06pm
2
2
Horrible graphics
I was really looking forward to this game. Bought it weeks ago and just now got around to playing it. Can't help but find myself disappointed as hell in it. Why make a game with ps1 graphics when we know HL:Alyx had great graphics?
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Showing 1-15 of 19 comments
What are you talking about? The graphics are awesome, at least on my computer... Core 9 285, RTX4090, 64GB RAM, M.2, Wiin11, Quest3 using Air Link... graphics set to High.
Last edited by bernardb; Jan 7 @ 4:50pm
ARCHION Jan 7 @ 6:41pm 
Originally posted by bernardb:
What are you talking about? The graphics are awesome, at least on my computer... Core 9 285, RTX4090, 64GB RAM, M.2, Wiin11, Quest3 using Air Link... graphics set to High.

They are not awesome at all. HL Alyx had much better graphics. Like MUCH BETTER.

These graphics break any kind of immersion its awful.
MacLe0d Jan 7 @ 6:47pm 
I played for like 40 minutes and had to abandon it for now because I can't look at those horrible textures that are on the Quest2 level.
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.)
IanL Jan 7 @ 11:30pm 
People need to get real, Alyx was made by a AAA company over 4 years with a huge budget, Metro Awakening was made by an Indie game developer with I am pretty sure a considerably shorter time scale and much lower budget.

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.
ARCHION Jan 8 @ 2:51pm 
Originally posted by IanL:
People need to get real, Alyx was made by a AAA company over 4 years with a huge budget, Metro Awakening was made by an Indie game developer with I am pretty sure a considerably shorter time scale and much lower budget.

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.
Apart from a few low-poly meshes and textures on rubble and debris on the tunnels, I don't see anything with low resolution or low definition. Are you sure you don't have the game on lowest details or something like that? Can you guys provide a screenshot showing these "PS1 graphics"? I have some recording of me playing parts of the game if needed.
Heretic Jan 10 @ 11:56am 
Originally posted by ARCHION:
I was really looking forward to this game. Bought it weeks ago and just now got around to playing it. Can't help but find myself disappointed as hell in it. Why make a game with ps1 graphics when we know HL:Alyx had great graphics?
Alyx didn't have very demanding graphics. They were just well done for PCVR and fairly well optimised. There's a lot of static lighting in those scenes.
Neiuo Jan 23 @ 5:24pm 
I just bought this last night, and the main thing to hit me is the graphic textures are exactly the same as Half-life 2 released on Nov 16 2004. Based on my experience with Half-life 2 VR mod. Was Metro Awakening released on unreal engine 4? What engine was HALF-LIFE 2 released on?
Originally posted by Neiuo:
I just bought this last night, and the main thing to hit me is the graphic textures are exactly the same as Half-life 2 released on Nov 16 2004. Based on my experience with Half-life 2 VR mod. Was Metro Awakening released on unreal engine 4? What engine was HALF-LIFE 2 released on?
Source Engine.
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.
Last edited by Patola [Linux]; Jan 24 @ 3:09am
2⊛2 Jan 24 @ 4:04am 
Originally posted by Patola Linux:
Originally posted by Neiuo:
I just bought this last night, and the main thing to hit me is the graphic textures are exactly the same as Half-life 2 released on Nov 16 2004. Based on my experience with Half-life 2 VR mod. Was Metro Awakening released on unreal engine 4? What engine was HALF-LIFE 2 released on?
...
I would appreciate a screenshot showing these low-res textures. It's definitely not my experience.
https://steamcommunity.com/sharedfiles/filedetails/?id=3412693075
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.
Rune Jan 24 @ 6:23am 
Originally posted by ARCHION:
I was really looking forward to this game. Bought it weeks ago and just now got around to playing it. Can't help but find myself disappointed as hell in it. Why make a game with ps1 graphics when we know HL:Alyx had great graphics?

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.
Last edited by Rune; Jan 24 @ 6:25am
2⊛2 Jan 24 @ 2:02pm 
Originally posted by Rune:
Originally posted by ARCHION:
I was really looking forward to this game. Bought it weeks ago and just now got around to playing it. Can't help but find myself disappointed as hell in it. Why make a game with ps1 graphics when we know HL:Alyx had great graphics?

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.
Rune Jan 24 @ 8:05pm 
Originally posted by 2⊛2:
Originally posted by Rune:

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
Last edited by Rune; Jan 24 @ 8:10pm
Originally posted by Rune:
Originally posted by 2⊛2:

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
I am tired of getting these slightly improved standalone games made for cellphone processors, not what I got into PC VR for.
Last edited by (=VvV=)Drake305; Jan 28 @ 8:04pm
iLiftPCs Jan 30 @ 6:06am 
Early adoption growing pains, VR was adopted before we had a direction set between standalone devices and a dedicated PC for rendering, we'll hopefully get better scaling stuff in the future.

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.
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