Originally Posted by DaverJ
So what is it that kills framerate in engines like this and Far Cry 3, but something like Skyrim, with far draw distances and good textures, is smooth as silk. Lighting, or optimization maybe? From what I've seen, the Metro games aren't the most amazing graphics.
Tomb Raider is another example - it has pretty solid framerates most areas, but will hit sections with mountains or complex scenery in the background and if the Level of Detail slider is on Ultra or even High, the framerate tanks.
Could be a million and one things Dave....a lot of the European developers just build their own engines, rather than license something, like, Unreal or what have you. They want to build a solid engine with lots of bells and whistles and then market it. Crytek? Operation Flashpoint/ARMA? Metro? STALKER? All in-house developed, all had shittacular performance on the machines of their age (middle machines anyhow).
Its not really changed over the years, they've all made amazing games, and usually those games have elements that push some kind of limit that US developers or companies that cater to the US market don't want to risk...they'd rather license an engine and churn out a 'consistent product for consumption'. These guys tend to take their time and craft something artistic....or something unique.....but usually the performance suffers because in many cases these engines haven't had years and years of optimization.
The Metro 2033 engine was pretty enough that, at least from memory, they could have released another game on the technology, it will come down to some fundamental questions of what are you *really* losing when you turn off an effect. It could very well be that you aren't missing much by turning off one effect or another, and I'm sure at some point they will release a patch to address some of the issues.
I remember Metro 2033, you turned off tesselation and relatively low-polygon objects like pouches on vests became more rounded......but you lost 20fps as a result