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Metro Exodus Enhanced Edition Q&A: 'Next-Gen Consoles Are Much More Powerful Than We First Thought'
Metro Exodus Enhanced Edition launched today on next-generation consoles, and we've got a huge tech Q&A with 4A Games about it.

We did have the chance to participate in a press roundtable Q&A where 4A Games Executive Producer Jonathan Bloch and Senior Rendering Programmer Ben Archard answered many questions coming from us and other fellow journalists. Below you'll find the full transcript, lightly edited for clarity.
[Wccftech] Do you think that the Ryzen CPUs in PS5 and Xbox Series consoles will help developers meaningly improve AI behavior in next-gen only games?
Ben Archard: They're very good CPUs, honestly, they really are. We've found them to be very, very useful. I'm a rendering programmer and we find that with the previous generation we were a lot more limited with the CPUs, we found ourselves often a lot more CPU bound, we don't find that that's anywhere near as much of an issue this generation. So they're definitely a considerable improvement over their previous generation counterparts. With that said, we're not the only department that has pressure on the CPU, but we can vouch that they're excellent CPUs that work across the board. I think that many areas of development can benefit significantly from that increase in power.
[IGN Italy] Beyond ray tracing, how do the console versions of Metro Exodus Enhanced Edition stack up to the PC settings?
Ben Archard: I think they're reasonably akin to High settings. There are settings on the PC where you can push it even further, like the quality of certain features. That also depends very much on your PC. Generally a very, very high-end PC may have less issue with dynamic resolution scaling. But the feature set is essentially identical, and so is the experience.
Jonathan Bloch: The console hardware is not going to change until a new generation comes out. With PCs, hardware is constantly evolving, so we have to put in even some features where some settings aren't even really possible to run at a certain time because we're anticipating that the hardware will get better in a couple of years. So for fans that will go out and buy a new card in the future, they'll get some cool benefits. It's more of a matter of leaving the headroom to turn things up when you can handle it.
[IGN Poland] How much room for improvement is there with the PlayStation 5 and Xbox series consoles? Do you feel like they're holding back technology available on PC?
Ben Archard: That remains to be seen really. There's going to be years of technological development optimization. And, honestly, that's the process of working throughout a console generation lifecycle. You start at the beginning, you put something out, and then you work and you learn and you figure things out. So how much room there is left? it's utterly impossible for us to say, we're gonna keep trying to push as much in as we can until they break. As far as a hindrance, I would honestly say that I'm really glad that they've done raytracing. Now we're in the era of ray tracing, we can go all in, and the fact that the consoles are there is a really good solid baseline for that. It allows us to say, Okay, well, we're going to do that on PC, we're going to do that on all platforms. We're going to cut off from the old way of doing things as it were. And we can now go full steam ahead with this new and what we feel is a much better paradigm for working within.
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