Indiana Jones and the Great Circle (2024)

8GB cards are back on the table folks!

Yup just seeing the patch notes now:


FSR coming in a future patch too:

Please note that AMD FSR support will be added in a future game update.

Here's hoping they can get the FG side of FSR to work as it is usually broken, if not, I'll most likely just use nukems fsr 3 mod again, usually gives better results anyway.

See they recommend 12gb for path tracing but shall give it a try and see anyway, wonder if that is them taking into account what you have the texture pool/cache set to as well i.e. would PT be doable with medium/low texture pool.... Shall find out tomorrow!
 
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Has anybody noticed a bug in the opening scene when they enter the cave Indiana's hair changed colour from brown to blonde within a few scenes.
 
In the AI as bad as WAB is saying?
Not really no. It's not perfect, but it's fun. It's not meant to be perfect AI as this is Indiana Jones, imagine playing out one of the first 2 movies, the sheer comical nature of things is what you get here. You can also grief them, and depending on the Ai response settings you have set, they may not pay attention to immediate action happening nearby lol.

I recorded some video earlier of the full path tracing gameplay and this included fights with the AI in Giza around the ruins, it genuinely is fun and not "oph here we go" like teh AI on say Star Wars outlaws lol.


As for the pat tracing itself, very performant tbh, as expected with DLAA it's sub 50fps at 4K which is better than Alan Wake 2 and Cyberpunk which got like 30fps. Just goes to show that Vulkan and Id Tech is just way more efficient. You can use DLSS Quality at 4K and get over 60fps at all times basically, or leverage 20-30 more fps by using DLSS Balanced/Performance. All without needing Frame gen (which is needed for Cyberpunk) - I genuinely think that DX12 is the stumbling block for efficient multithreaded performance given what this update is demonstrating and I hope other devs looks to hope over to Vulkan based engines going forward now that we know path tracing is really good on it.

The VRAM use is quite substantial with PT enabled, too, an extra 3GB of VRAM is used at 4K upscaled. With DLAA the VRAM use is +5GB.

VRAM use inside the main Giza Village area:

PT (4K DLSS Balanced):
KYhcCIx.png


HWRT (4K DLAA):
UkAemUa.png



In terms of differences, they are minor vs the already great hardware RT in this game, shadows are RT now as are reflections, shadows are "cleaner" as a result, and overall GI is subtly improved ion most scenes, the colour casting from indirect bounce is more obvious now too. The performance hit is rather massive as expected.


Path Traced (4K DLAA):
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Hardware Ray Traced (4K DLAA):
HvFDVTG.jpeg




Path Traced (4K DLSS Quality):
DdofYwy.jpeg


Hardware Ray Traced (4K DLSS Quality):
5OK8VBr.jpeg




Path Traced:
5brgl2V.jpeg


Hardware Ray Traced:
tncM8Pu.jpeg




Path Traced:
XJsSEpV.jpeg


Hardware Ray Traced:
rgZMZA0.jpeg


What you can do is mix and match, so as shadows and reflections are screen space in HW RT mode, you could just enable path traced shadows and reflections and there you go, now everything is either ray traced or path traced, no more screen space.

Unless PT is on you mean
Nobody with an 8GB card is going anywhere near path tracing lol.
 
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This game runs great, love this engine. Running 4K with dlss quality and everything including PT maxed
 
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Thing is when you are running about the difference is small enough that you wouldn't really notice, it's only really on screenshots when you do side by side. Like other RT games, it's not worth the performance hit.
 
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Is anyone here playing this on Gamepass? I've been playing around with it and whenever I activate frame gen it's introducing a load of stuttering every 10 seconds or so.

Just wondering if the Gamepass version is borked or not.
 
23GB of VRAM total use (19GB game alone) at times in Egypt. Gnarly :D Ok I had Firefox open in the BG and that uses a chunk of VRAM but still.
 
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