Metro Redux Gets Free Next-Gen Updates for PC, PS5 and Xbox

Deep Silver will release free next-generation updates for Metro 2033 Redux and Metro: Last Light Redux, arriving October 22 on PC and October 29 on consoles. The updates are free. Engadget
The two titles are the Redux remasters of the original Metro 2033 from 2010 and Metro: Last Light from 2013. The new versions add support for modern consoles and 4K graphics to that Redux baseline.
On consoles, the updates include 4K textures, PSSR upscaling on PS5 Pro, TSR upscaling on Xbox Series X, and spatial audio on Xbox Series consoles. PSSR and TSR both rebuild a lower-resolution image to look close to 4K, which saves performance, while spatial audio places sounds in three-dimensional space around the player. Engadget Each platform gets its own reconstruction path and its own audio path.
Input support moves to current controller hardware. The updated games support Adaptive Triggers on DualSense controllers, which can vary trigger resistance to match what is happening in the game, and Impulse Triggers on Xbox controllers, which add vibration to the triggers.
With a compatible monitor or TV, either updated game can be played in full 4K at 60 fps or upscaled 4K at 120 fps for smoother motion. The display determines which mode is usable.
On PC, both Redux games will receive DLSS upscaling support from Nvidia, spatial audio, and community bug fixes. DLSS renders at lower resolution and then reconstructs the image, which lifts frame rates without an obvious loss in sharpness. Engadget The PC list is shorter. It focuses on GPU upscaling, audio and maintenance.
The broader context here is how standardized this package has become. Resolution uplift, platform-specific reconstruction, spatial audio and controller haptics now ship together as a matter of course, even for renderers that originated more than a decade ago. For engineers, that implies a familiar checklist. Update textures, wire in each vendor upscaler, map trigger resistance and rumble to existing weapon logic, validate two performance targets.
In my view, that routine is good for players and for preservation. Libraries carry forward without a repurchase. Performance choice stays with the user and the display. Older art gets another cycle on current hardware without being rebuilt from scratch. Over the long arc, that kind of continuity has done more for access to games than periodic remakes, because it keeps working titles working.
Worth flagging, the inclusion of community bug fixes on PC points to a different kind of maintenance. Console work here centers on silicon features. PC work adds upkeep driven by years of player reports across diverse configurations. That combination suggests a pragmatic division of effort. Use first-party hardware features where the platform is fixed, and use field feedback where the platform is open. For players who maintain large Steam or GOG libraries, that is the detail that determines whether a return visit is smooth or irritating.


