Requested by a group of dear Persian Android users The latest and official version available on Google Play for the first time in Iran By Andrew Burnes on Mon, Featured Stories,ĤA Games’ Metro 2033 was a smash hit in 2010, impressing PC gamers with its incredible graphics and unique gameplay, which bucked the bombastic trend that permeated the ever more explosive shooters of that era.Metro 2033 Wars v1.91 Full – Strategic game of Metro 2033 Wars for Android with data The story, too, was a cut above the rest, having been adapted from a Russian novel that went viral online before becoming a best-selling published work. Unsurprisingly, a sequel was commissioned, and tomorrow it finally goes live on Steam following three years of development.Ĭalled Metro: Last Light, this long-awaited sequel offers a direct continuation of Metro 2033’s story, putting the player in the shoes of Ranger Artyom once more. Having done what was asked of him in 2033, regardless of the repercussions, Artyom must now explore long-forgotten sections of Moscow’s underground metro railway to confront his greatest fears, and to save what’s left of his post-apocalyptic world.Īs one might expect, every element of 2033 has been improved and iterated upon for Last Light, which is a superior game in every regard. That isn’t to say 2033 was lacking, but unlike most blockbusters which come from seasoned developers with several titles under their belts, 2033 was the first release for the Ukrainians at 4A, and was built on a comparatively small budget to boot. These refinements will undoubtedly be discussed at length in the many reviews hitting the airwaves this week, but I will say that I haven’t been as engrossed and immersed in a first-person shooter and game world for quite some time. What we will be looking at today is 4A’s self-titled 4A Engine, which powers the technology behind Last Light’s astounding graphics, and those that dropped jaws in 2010.ĤA Games’ proprietary 4A Engine is capable of rendering breathtaking vistas, such as those showing the ruined remnants of Moscow, as well as immersive indoor areas that play with light and shadow, creating hauntingly beautiful scenes akin to those from modern-day photos of Pripyat’s abandoned factories and schools. Ordinarily, this level of detail would require gigabytes of system memory and GPU VRAM, but thanks to a highly efficient streaming system Last Light’s world uses less than 4GB of memory, and less than 2GB of VRAM, even at 2560x1440 with every setting enabled and maxed out. More impressive still is the fact that there are no streaming texture errors, or instances of textures visibly popping from low to high quality as the player moves through the world. Similarly, CPU usage is fine-tuned for maximum performance, allocating tasks such as the rendering of physics effects or the playing of sound to any available CPU thread instead of pre-determining the rendering of physics to thread two, and sound to thread three. This ensures that every task is completed as quickly and efficiently as possible, and that every ounce of CPU power is used in the most demanding moments, improving performance by a considerable margin in comparison to traditionally-threaded games and engines. Of course, it would be remiss of us to ignore 2033’s performance, which could certainly be classified as “unoptimized” when maxing out each of the game’s settings. As stated earlier, 2033 was 4A’s first game, and was built on a limited budget. For Last Light, 4A focused on optimization from the off, rewriting code to be as efficient as possible, enabling Last Light to run significantly quicker than 2033, even with its new, more advanced features.įurthermore, one could also argue that 2033 was ahead of its time, featuring settings and technology that were more than the then-fastest GPU, the GeForce GTX 480, could handle. Underlining this drive for optimization is the removal of DirectX 9 and DirectX 10 from the in-game menus, rendering Last Light’s graphics automatically via DirectX 11. Extensive testing found the pair to be up to 15% slower than DirectX 11, even with the game’s DirectX 11 render path automatically enabling extra features.
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