Metro 2033 has been rebuilt in the vastly improved Last Light engine and gameplay framework, to create the definitive version of the cult classic that fans and newcomers alike can enjoy Two unique Play Styles: 'Spartan' and 'Survival' - approach the game as a slow-burn Survival Horror, or tackle it with the combat skills of a Spartan Ranger in. Metro Exodus is power hungry even at minimum graphics in 720p. The game is playable on an NVIDIA GeForce GTX 1050, but older cards such as the GeForce GTX 960M will only average around 35.1 FPS.
Metro: Exodus is the next title to include NVIDIA RTX technology, leveraging Microsoft’s DXR. We already looked at the RTX implementation from a qualitative standpoint (in video), talking about the pros and cons of global illumination via RTX, and now we’re back to benchmark the performance from a quantitative standpoint.
The Metro series has long been used as a benchmarking standard. As always, with a built-in benchmark, one of the most important things to look at is the accuracy of that benchmark as it pertains to the “real” game. Being inconsistent with in-game performance doesn’t necessarily invalidate a benchmark’s usefulness, though, it’s just that the light in which that benchmark is viewed must be kept in mind. Without accuracy to in-game performance, the benchmark tools mostly become synthetic benchmarks: They’re good for relative performance measurements between cards, but not necessarily absolute performance. That’s completely fine, too, as that’s mostly what we look for in reviews. The only (really) important thing is that performance scaling is consistent between cards in both pre-built benchmarks and in-game benchmarks.
Before we begin with the graphics performance tests a little explanation. The graphics options are very detailed allowing for significant scaling across systems. V Sync can be turned off but we recommend to leave it on. In Last Light, 4A’s textures are predominantly 2048 pixels wide by 2048 pixels high, double the resolution of textures in many of today's best-looking games. Using these 2048x2048 textures at range creates highly detailed distance views, and up-close with the introduction of a second 2048x2048 texture the visual quality of surfaces skyrockets, hence we really want you to use Very High Quality mode.
Here’s what was adjustable:

Our Graphics test mode : DX11 - Very High Image Quality settings

The mode used today is Very HIGH as even mid-range cards will be capable of managing the game pretty well at 1920x1200. We enable 16xAF and leave motion blur and tesselation at normal.

| GeForce GTX 560 Ti |
| GeForce GTX 570 |
| GeForce GTX 580 |
| GeForce GTX 650 Ti Boost |
| GeForce GTX 660 |
| GeForce GTX 670 |
| GeForce GTX 680 |
| GeForce GTX 690 |
| GeForce GTX Titan |
| Radeon HD 6950 |
| Radeon HD 6970 |
| Radeon HD 7790 |
| Radeon HD 7850 |
| Radeon HD 7870 |
| Radeon HD 7950 Boost |
| Radeon HD 7970 |
| Radeon HD 7970 GHz |
| Radeon HD 7990 |
Let's head onwards to the next page where we'll look at the performance.
If you like to try a test run, the game has a built in benchmark. Here's what that looks like, this is the last stage of the benchmark.