Metro 2033: 4A Engine impresses

Digital Foundry pulls it apart.

In a market dominated by Unreal Engine 3, any kind of new cutting-edge technology is instantly of interest to Digital Foundry. The 4A spec sheet we received from THQ contains all kinds of wonderful - as you might expect from the people also responsible for the technological underpinnings of the S.T.A.L.K.E.R. X-Ray engine.

You'll find the complete spec at the foot of this blog entry and it makes for overwhelming reading. Indeed, you might be forgiven for thinking it's more of a wish-list than a complete, fully-featured engine, but the preview Xbox 360 code sitting inside the DF test kit suggests otherwise. Here are a few teaser shots taken from our captures:

Tomorrow, Digital Foundry will be taking a look at the brand new engine technology and talking in-depth with the firm's chief technical officer, Oles Shishkovtsov. Find out about the genesis of the engine, the performance potential of the tech on Xbox 360, the plans 4A has for DirectX 11 on PC, and hear what Shishkovtsov has to say in his assessment of Guerrilla Games' Killzone 2 engine.

In the meantime, to whet your appetite, here's the spec that inspired the story...

4A-Engine is a complete game development framework designed for Xbox 360®, PLAYSTATION®3 and DirectX9/DirectX10 - equipped PCs, providing the vast array of core technologies, content creation tools, and support infrastructure.

[Editor's note: 4A recently announced support for the new APIs in DirectX 11 too, which will be supported in Metro 2033. Also be aware that while the 4A engine supports PS3, Metro 2033 will launch just on 360 and PC.]

Rendering
Using innovative visualisation technology, based on human visual system (HVS) perception and response.

  • 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.

Physics System
Powered by nVidia PhysX technology, can utilise multiple CPU cores, AGEIA PhysX hardware, or nVidia GPU hardware.

  • 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.

Audio
Multi-threaded high dynamic range Audio system with constant memory usage and data-driven design

  • 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

AI 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

Streaming Technology

    [Editor's note: CPU cores/threads mentioned usually means both normal CPUs and Synergetic Processing Units (SPU).]

Comments (19) Latest comment 2 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Widge #1 2 years ago

    Be nice if they get around to the PS3 version eventually. Unless they have some other games up their sleeves.
  • cianchristopher #2 2 years ago

    Can someone please clear this up for me?

    If I have an ATI video card, can I still check "PhysX" in my options menu for a game (e.g. Unreal Tournament 3, Batman Arkham Asylum)?

    Or, do I need an nVidia card to get it working properly?
  • Bloodhunter #3 2 years ago

    Seeing as its an nVidia technology cian, I would guess not.

    I just bought a 5770, so heres hoping I'm wrong.

    Although physics while cool, don't really affect gameplay usually.
  • Widge #4 2 years ago

    I think you can enable it, but it causes a performance hit. Calling that up from memory so don't take it as gospel.
  • Burgeri #5 2 years ago

    Yes, yes, this game was sold to me the moment I saw it. Now hurry up and get it out!

    I just hope I am not somehow crippled by my choice of a graphics card (ATI Radeon 48xx)
  • MasterNameless #6 2 years ago

    I have enabled PhysX with my ATI card if I remember rightly. It was for Trine, and it worked fine, but as Widge said, it could have a performance hit which wouldn't have become obvious to me as Trine wasn't exactly taxing for my PC.
  • cianchristopher #7 2 years ago

    Yeah, thanks for the replies.

    The reason I asked is because i have PhysX enabled on UT3, but it seems to make no difference at all to the framerate (or the physics, for that matter)...

    I wondered if it was on at all, as i couldn't see the difference. I have an ATI 4870...
  • MasterNameless #8 2 years ago

    Yeah, just looked it up, Trine ran Physx in software mode apparently, which either allows me to play the game without Physx, or a crap version of it.

    /PC noob
  • des #9 2 years ago

    Lame...article hyping...yuck
    Engine is good,though.
  • cheeky_pete #10 2 years ago

    Fail 360 shots thats why it looks like that.

    As for the PhysX things you need an Nvidia card to actually use it properly otherwise if you have an Ati card a not so nice version runs on the CPU for the main stuff but you need a nvidia card which is a shame unless Fermi turns out to be as good as they claim.
  • Bander #11 2 years ago

    Bloodkult, by a separate Nvidia card, would this mean that having both an ATI and an Nvidia card within a PC would be a workable solution, with the ATI pumping out visuals and the Nvidia handling Physx stuff?

    This engine sounds amazing. It looks like the shadows and AA haven't been turned on in a couple of those screenshots though. They otherwise look good but it would seem the full feature set will be for high-end PCs only, in busy scenes.
  • Quint2020 #12 2 years ago

    Those screen have just made me want this even more, I'm considering a pre-order.
  • bad09 #13 2 years ago

    God I hope the pad works on PC, creeping around in this game looks so cool.

    Looks crazy!
  • FogHeart #14 2 years ago

    I'm getting worried about PhysX, as more and more games start to use it but I've got a new ATi card so I'm shut out for a couple of years. Recently nVidia haven't provided vfm.

    So you can buy PhysX cards separately? If they're cheap enough, might give it a go...

    /off to Overclockers

    EDIT:

    /back from OCuk

    meh.
    Edited by 1 at 19/02/10 @ 14:03
  • mkreku #15 2 years ago

    The funny thing is that it's perfectly possible to get PhysX to run on ATI cards.. but they won't let the PhysX team do it because Nvidia wants that edge. Annoying. Almost as annoying as console exclusives.
  • mkreku #16 2 years ago

    There is hope for us 5870 users!

    [link url=http://www .youtube.com/watch?v=lRMBYV8q0pE
    ]http://www .youtube.com/watch?v=lRMBYV8q0pE
    [/link]

    All we need to do is buy an additional Nvidia card :p
  • Stop-gap #17 2 years ago

    On the few games I have tried with PhysX features, they have been a complete waste of performance for the small but fancy graphical improvements, and doubt owners of ATI's latest are missing out on much they won't make up for in simple performance elsewhere.

    Personally I think proprietary APIs are generally a waste of time and effort. However...
    nVidia have ~65% of the PC GPU market to ATi's ~30% according to last month's Steam H/ware survey.
    I can see why they would push PhysX over something else looking at the Steam figures which say in an instant that the market is hugely fragmented and that using something nVidia can be sure will work across OSes and on all their own cards (that are still likely to be in use) makes sense. The case might have been different if MS had decided to allow XP users to have a more recent DX version than 9 to keep everyone on the same page, but that's a different story.
    It's all very well listing CUDA/Fermi/PhysX, DX 10.1 & 11 as features on the box, but what difference does it make when even the gamer market is apparently still happy using 32bit WinXP with a GeForce8 era GPU?
    ***
    After enjoying the Hell out of Call of Pripyat, thanks in no small part to the gorgeous X-Ray Engine, I'm really looking forwards to seeing what its spiritual successor can do :)
  • freakzilla #18 2 years ago

    Is it just me or do those pics look a bit shit? Looks a bit better than MAG.
  • Mickeman #19 2 years ago

    I want what this guy is smoking. Picking on Killzone 2 and releasing Metro 2033 is like saying that Ferrari does not optimize their engines and releasing a Ford Racing truck.