Metro 2033 was looking as highly considerable title ' post-apocalyptic setting, intense focus on atmosphere and storyline, state-of-the-art graphics engine with
DX 11 support, and of course, solid implementation of
PhysX SDK based physics.
And after finishing it we can say '
Metro 2033 is pretty good game for sure. But following the direction of our site, will leave other game aspects to reviewers and focuse on in-game physics implementation, and '
Advanced PhysX' mode particularly.
Overall physics level is looking pretty decent, but anticipated '
Advanced PhysX' option may
be dissapointing ' it's adds only several
hardly-noticeable particle effects (we already saw numerous discussions with same idea 'what is Advanced PhysX doing ? I can't notice anything ' is it working ?').
Surprisingly, but destructible physics objects, particle effects in key scenes and even cloth banners aren't affected by '
Advanced PhysX' switch.
Moreover,
additional PhysX content is even somehow optimized for
multi-core CPU execution (will use it if Nvidia GPU is not present in the system). Of course, intense firefight with a lot of impact debris particles or several smoke clouds from grenade explosions will result in
heavy fps drop (while running all calculations on CPU), but situation is better than in previous GPU PhysX games.
For example, that's how CPU load is looking while defending the barricade at the end of the Chapter 3 (this scene has lot of impact particles), with
Advanced PhysX content running on
CPU.
Final Sum: additional PhysX content in Metro 2033 is
not nearly so intensive and defiant as in previous GPU PhysX games ' one can call it mediocre, other will say it fit in game environment more naturally. But from what we heard, there may be
PhysX patch for Metro 2033 ' no additional details were revealed yet.
As always, GPU PhysX Info mini-site for
Metro 2033 is located
here
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