Metro 2033 Redux

Metro 2033 Redux

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Mapwales Oct 17, 2016 @ 11:39am
4A's Game Engine whats your thoughts
This is an older engine clip



The main men behind the development of this impressive engine is lead programmers and co-founders of 4A Games, Oles Shiskovtsov and Aleksandr Maksimchuk which previously worked with GSC Game World when they created S.T.A.L.K.E.R. Shadow of Chernobyl. Since the first details on the specs of the 4A Engine were revealed and what it was supposed to utilize in Metro 2033, speculations if this was even possible started to arise. But when the first footage of Metro 2033 appeared, these speculations disappeared and instead turned into admiration because of how incredible the game looked with the visual effects of the 4A Engine in full display.

The engine features full DirectX11 support and is one of the first engines to support this

While the engine does support PlayStation 3, Metro 2033 which the 4A engine was created for was only released on PC and Xbox 360.
Specs (full list)

The gamma-correct, linear colour space renderer

High dynamic range rendering (HDR) Using floating-point buffers, allowing for tone mapping, exposure adaption, and blue shift, for camera/eye perceptual rendering

Advanced deferred shading - allows hundreds of lights in frame, in huge, complex scenes

All lighting is fully dynamic (including sun and skies), ability to use light-shaders, with dozens of special effects

Umbra and penumbra - Correct soft shadows, including shadows correctly curved on bumped surface. Shadows from semi-transparent objects like particles.

Weather and day/night model, including light scattering model and god-rays

Volumetric fogging and lighting, even in animated, non-constant density media

Global illumination effects and real-time reflective lights

Parallax occlusion maps and real (geometric) displacement mapping

Hierarchical per-pixel occlusion culling

Real-time colour correction, film grain and noise, correct depth of field

Velocity preserving motion-blur on a scene with millions of polygons and complex shading detail (including object blur)

Deferred reflections - allows a lot of planar real time reflections in a single frame, like water, glass, etc.

Ambient occlusion calculated on both the global scale (pre-calculated) and in real-time in screen space (SSAO)

In addition to standard MSAA, the engine features analytical anti-aliasing (AAA) and "deferred super-sampling" modes which have much lower impact on frame-rate, while correctly ant-ialiasing all surfaces and not just edges

Renderer is highly multi-threaded for multiple CPU cores.

Plus: per-pixel lighting, bumpy reflections and refractions, animated and detail textures, shiny surfaces, cosmetic damage using albedo and bump blending, soft particles, etc.


Powered by nVidia PhysX.

Tightly integrated into the content pipeline and the game itself, including physical materials on all surfaces, physically driven sound, physically driven animations

Rigid body and multi-jointed constructions. Breakable fences, walls , sheds and other objects. Thousands of different physical entities simulated per frame.

Cloth simulation, water physics (including cross-interactions)

Destruction and fracturing, physically based puzzles

Soft body physics on selected special game entities

On hardware-accelerated PhysX platforms engine implements full physically correct behaviour of particles such as smoke, debris, etc.


3D sound positioning, spatialisation and attenuation

Sound path tracing and transfer approximation for correct occlusion and obstruction perceiving.

Reverb, low-pass/high-pass filtering, pitch shifting - all auto-calculated based on sound-path and adjustable by multi-layer environment zones, scripting or programmatically

Dynamically reconstructing audio graphs

OGG-vorbis compressed with adjustable quality, multi-threaded decompression

A.I. and gameplay

Deep story-driven experience, dynamic and remarkable missions

Different gameplay styles stealth/brutal, different combat settings

Group behaviour (including support for information sharing and creating dynamic groups of agents that act together)

Designer-friendly visual scripting system, enables designers to script levels and control advanced AI behaviours using the Flow-Graph visual scripting system, placing most AI gameplay control in their hands.

Efficient pathfinding for dynamic environment

Advanced 3D topology dynamic analysis

Virtual vision, hearing, "smelling" - realistic, believable and time and memory efficient implementation enables characters to sense objects in a natural way, depending on the object velocity, luminocity, etc.

Multi-threaded Animation system controlled via visual scripting and flow graph

Let me know your thoughts or views

Thanks in advance Mark

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Showing 1-2 of 2 comments
Jig McGalliger Oct 17, 2016 @ 9:45pm 
It was certainly realy impressive back in 2010, the first game to stress my 480 and the first game to use the nearly the entire DX11 featureset including Tess and Physx.

The engineers are really smart, you should read some of their interviews on Digital Foundry.
Mapwales Oct 17, 2016 @ 10:31pm 
I've got an interest in game engines and game intros there's no way i could code one LOL I'm too lazy. I remember coding a text adventure game on the sinclare ZX81 over two hundred odd lines or more of code got so far in the game and it would crash to lazy to debug it

The 480 bet it got quite warm I had a Asus 580 lovely card would get warm playing Alien isolation used to CTD with AI some times I was runnig AI on high settings Could have cooked breakfast on it some times it got so warm

I think the 4A engine is still very impressive for 2016 going on to 2017 they proberly tweak it every so often.

I'd love to have a mess about with the software would have a go at creating a sequal to The Thing game inline with john carpenters movie story and Blade Runner game with a few off world locations in FPS LOL ambitious I know LOL

I'll check that site out too Thanks Jig
Last edited by Mapwales; Oct 18, 2016 @ 7:34am
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Date Posted: Oct 17, 2016 @ 11:39am
Posts: 2