DX11: Metro 2033

Metro 2033 (DirectX 11)


The latest addition to our gaming benchmark suite, Metro 2033 is one of the best looking PC games in years.  By utilizing some advanced DX11 features as well as impressively high-quality shading routines this title pushes our graphics in way we have seen since the first days of Crysis.   

Palit GeForce GTX 460 1GB Sonic Platinum Review - Rivaling the GTX 470 - Graphics Cards 91  

Palit GeForce GTX 460 1GB Sonic Platinum Review - Rivaling the GTX 470 - Graphics Cards 92  

Palit GeForce GTX 460 1GB Sonic Platinum Review - Rivaling the GTX 470 - Graphics Cards 93  

Palit GeForce GTX 460 1GB Sonic Platinum Review - Rivaling the GTX 470 - Graphics Cards 94  
We ran Metro 2033 with Advance DOF disabled because it brought all of the cards but the GTX 480 to an unplayable state.  


Palit GeForce GTX 460 1GB Sonic Platinum Review - Rivaling the GTX 470 - Graphics Cards 95  

Palit GeForce GTX 460 1GB Sonic Platinum Review - Rivaling the GTX 470 - Graphics Cards 96  

Palit GeForce GTX 460 1GB Sonic Platinum Review - Rivaling the GTX 470 - Graphics Cards 97  

Palit GeForce GTX 460 1GB Sonic Platinum Review - Rivaling the GTX 470 - Graphics Cards 98  

Palit GeForce GTX 460 1GB Sonic Platinum Review - Rivaling the GTX 470 - Graphics Cards 99  

Palit GeForce GTX 460 1GB Sonic Platinum Review - Rivaling the GTX 470 - Graphics Cards 100

Ouch, now here is the one game that shows a dramatic difference between Palit GTX 460 Sonic Platinum edition and the GTX 470 with its larger frame buffer.  Even at 1920×1200 the GTX 460s fall well behind what the GTX 470 can produce; we are talking about a significant 50% difference here!  In terms of comparing the two GTX 460s results, the Palit offers a 15% increase in frame rate which falls in line with the clock speed differences.  It is obvious to us here that Metro 2033 at this quality settings has significant issue with the combination of a smaller frame buffer, fewer tessellation engines, etc.  

UPDATE: It appears that the issue here is with the tessellation engines in the GF100 versus having only half as many in the GF104.  This gap would be visible in other heavily tessellated scenarios like the Stone Giant and Heaven benchmarks and probably in the upcoming Lost Planet II.

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