Metro 2039 is built with 4A Games' proprietary 4A Engine. The developer describes it as a custom, purpose-built engine that carries forward technology from earlier Metro games while adding and rebuilding technology for Metro 2039. Ray tracing is confirmed as a major focus.
The game is still in its pre-release period, so that answer has firm limits. 4A Games has not published an engine version number, a complete ray-tracing feature list, final resolution or frame-rate targets, console performance modes, or detailed PC hardware requirements. The revealed screenshots and footage show the intended visual presentation, not final-build performance.
Which engine Metro 2039 uses
The confirmed engine is 4A Engine, developed internally by 4A Games. The supplied official material does not identify Unreal Engine, Unity, or another licensed third-party engine as the technology behind the game.
| Detail | Confirmed status |
|---|---|
| Engine | 4A Engine |
| Owner and developer | 4A Games |
| Engine type | In-house, proprietary, and purpose-built for 4A Games' projects |
| Technology lineage | More than 15 years of shared development across the studio's games |
| Metro 2039 targets | PlayStation 5, Xbox Series X|S, and PC |
| Public engine version or build number | Not announced |
| Current evidence baseline | Pre-release materials for a game scheduled for February 2027 |
Calling it the same engine family does not mean Metro 2039 is technologically identical to an older Metro release. 4A says each entry can build on work from the games before it, and the Metro 2039 store description says technology has been rebuilt for this project. However, no public version label has been supplied, so names such as “4A Engine 2” or a numbered generation would be unsupported.

Pre-release reveal screenshot showing character rendering and low-light presentation.
What 4A has confirmed about the technology
4A Games presents control of its own engine as the main advantage. Because the studio owns the technology, its developers can add a feature or implement it in a project-specific way instead of waiting for a third-party engine roadmap. That explains why the studio describes 4A Engine as purpose-built, but it does not reveal the engine's internal architecture or tools.
Ray tracing is the clearest announced technical direction. 4A links Metro 2039 to the ray-tracing work developed for Metro Exodus and says the new game pushes that work further. The official store description also promises “industry-leading ray tracing,” “life-like visuals,” and technology rebuilt for a tuned, performant experience.
Those phrases are promotional claims, not measured results. The supplied material does not specify which effects Metro 2039 will ray trace, whether those effects differ by platform, or whether any non-ray-traced rendering mode exists. Details previously associated with another Metro release cannot automatically be assigned to Metro 2039.
How the engine relates to the game's world design
The custom engine is intended to serve Metro's particular mix of detailed environments, lighting, exploration, combat, and survival systems. Public previews show the game moving between claustrophobic tunnels, a ruined Metro station, irradiated cityscapes, and outdoor areas. The official game description also names deteriorating gear, chargeable electronics, weapon and equipment customization, crafting, and tools used to reveal or reach hidden areas.
4A's level-design goal is equally important but should not be confused with an engine specification. The studio calls its staged environmental scenes “frozen stories”: rooms and spaces are deliberately arranged with objects, bodies, and props so players can infer small events. Developers have said these areas are handcrafted rather than prefabricated. The engine renders and supports that content, but the narrative effect comes from design and art decisions rather than from ray tracing alone.
The reveal presentation also showed a preference for information conveyed through in-world objects, including the Stranger's watch. That is evidence of the intended interface style, not proof of a particular rendering feature.

Pre-release reveal screenshot illustrating the handcrafted underground environment.
Ray tracing and performance details still have limits
The useful distinction is between a feature being announced and its implementation being documented.
| Question | What is currently supported |
|---|---|
| Does Metro 2039 use ray tracing? | Yes. 4A Games identifies ray tracing as a major part of the game's visual technology. |
| Which ray-traced effects are included? | Not yet detailed for Metro 2039. |
| Will every platform use the same ray-tracing features? | Not announced. |
| Are quality and performance modes confirmed on consoles? | No modes or targets are specified in the supplied material. |
| Is 4K or 60 FPS confirmed? | No final resolution or frame-rate target is supplied. |
| Are DLSS, FSR, XeSS, or frame generation confirmed? | None of these technologies is named in the supplied material. |
| What PC hardware will the engine require? | Detailed CPU, memory, and GPU requirements are not yet specified; the Steam listing currently states only a 64-bit processor and operating system requirement. |
This uncertainty is normal for an unreleased game, but it rules out confident hardware or performance recommendations. A visually detailed screenshot cannot establish its source platform, rendering settings, internal resolution, reconstruction method, or real-time frame rate unless those details are explicitly disclosed.
What the reveal images and footage actually demonstrate
The available reveal material is useful for understanding the visual target. It shows high-detail character work, dark underground spaces, ruined Moscow environments, and lighting intended to preserve visibility while maintaining Metro's oppressive atmosphere. It also demonstrates the range of scenes the developers chose to present before release.
It cannot validate final performance. Promotional footage may come from a particular development build or hardware configuration that is not identified in the supplied research. Editing and image compression also prevent reliable judgments about frame pacing, input latency, graphics modes, or platform parity. Even a high-resolution official screenshot proves only that the depicted scene was produced for the campaign; it does not establish how every shipping platform will render it.

Pre-release reveal screenshot representing the disclosed visual target, not final performance evidence.
What would complete the technical picture
Four later disclosures would turn the current overview into a practical performance guide:
- A final PC requirements table with named CPUs, GPUs, memory, storage, and target settings.
- Console mode documentation with resolution, frame-rate, and ray-tracing differences.
- An official feature breakdown naming the ray-traced effects and any upscaling or frame-generation support.
- Launch-build and patch information that separates preview behavior from the version players actually receive.
Until those details are published, the accurate answer is narrow: Metro 2039 uses 4A Games' proprietary 4A Engine, and more advanced ray tracing plus rebuilt visual technology are confirmed goals. Exact implementation and measured performance remain unverified.