Digital Foundry Article Technical Discussion [2024]

It's funny what some overly technocratic individuals see (?) and think about how it looks... According to all internet forums and critical tests, the general opinion is that Indiana Jones is very, very good graphically. The character models, the environment and the animations are also CG movie-like. Personally, I've played several UE5 games, but my opinion, like the vast majority, is that this game is beautiful.
Are these “all Internet forums” in the room with us now?

The game looks fine but nothing life changing and imo like most current gen games is still blown away by the best of last gen (RDR2 for example, which id remind people fit into an 8GB buffer easily!).

After Metro I was excited to see RT make beautiful games but it’s been pretty disappointing so far, although the non-RT version of Exodus is also very good looking in its own right.
 
Playing the update - I am really curious why they decided against ray tracing lighting/shadowing for pointlights/spotlights from artificial sources. They are still shadow maps and obviously so.
Directional light/sun light is ray traced at least which helps get rid of the ugly cascade shadow issue.

Also water still is SSR primarily - I wonder if it is because the surface is not tessellated in hardware, rather compute or something. Interestingly, the water surface in Wolf Young Blood also lacked RT reflections while every other surface had them.
 
RT has too many levers to pull to the point it can be a RT sticker on the box with and you’d need to pixel peep to notice a difference.

With PT it seem much more all or nothing so I hope it stays that way.
 
I wonder if there’s a practical business calculation at work here too. Is adding 4GB to a high volume part worth the added cost if it dampens criticism but the vast majority of users don’t need the extra memory anyway?

i.e. are the YouTube talking heads and vocal forum dwellers representative of the average 4060 user?

My guess is it’s not worth it if there are no other compelling options on the market. But if there’s competition and the criticisms cause enough people to consider competing solutions then the economics shift in favor of more VRAM even if the reality is most people still won’t benefit.
I don't think the average consumer would even know. They don't have specific expectations of performance and wouldn't know if their card was or wasn't underperforming, nor what the reasons are. You'd need a marketing campaign to inform though, so, say, Intel or AMD coming out the gates with a real push for RAM and driving that as a USP with lots of flashy charts and lifestyle images.
 
The impressive part of the game technically speaking is having a high resolution 60 fps setup with ray traced GI, on a console that at the mere sight of anything ray traced often falls to 7th gen resolutions at 30 fps.

It's a very pretty, performant game, without having top tier graphics.
 
The impressive part of the game technically speaking is having a high resolution 60 fps setup with ray tracing GI, on a console that at the mere sight of anything ray traced often falls to 7th gen resolutions at 30 fps.

It's a pretty game, without having top tier graphics.
My understading is that consoles are fine if you only do 1 raytracing effect ingame, the problems comes when you try to do 2 or more effects at the same time on the consoles.

I hope Intel can push from the bottom (they seem to take raytracing seriously, copying NVIDIA with dedicated RT units), NVIDIA can push the top even higher and thus force AMD to get their act together.
But seems like this generation of consoles had a bad launch timing (hardware wise) in regards to raytracing.
 
Playing the update - I am really curious why they decided against ray tracing lighting/shadowing for pointlights/spotlights from artificial sources. They are still shadow maps and obviously so.
Directional light/sun light is ray traced at least which helps get rid of the ugly cascade shadow issue.

That would require something like RestirDI right? The raytraced sun shadows are presumably “classic” RT shadows without the fancy and more expensive restir stuff.
 
Interestingly, Doom Eternal ran flawlessly, so I'm not sure why this game struggles. The GPU isn't fully utilized, the fans stay quiet, and the GPU doesn't overheat.
Indy looks 2 gens ahead of Doom Eternal. DE doesn't even have proper PBR materials let alone the complicated aspects of Ray-traced lighting. In Indy, the PT mode is computing ray-tracing for the primary and secondary lighting aspects.
 
RT has too many levers to pull to the point it can be a RT sticker on the box with and you’d need to pixel peep to notice a difference.

With PT it seem much more all or nothing so I hope it stays that way.
Agreed. Basically take the entire pipeline and run it through a full path-traced mode without deviating into screen-space rasterization routes.
 
My understading is that consoles are fine if you only do 1 raytracing effect ingame, the problems comes when you try to do 2 or more effects at the same time on the consoles.

I hope Intel can push from the bottom (they seem to take raytracing seriously, copying NVIDIA with dedicated RT units), NVIDIA can push the top even higher and thus force AMD to get their act together.
But seems like this generation of consoles had a bad launch timing (hardware wise) in regards to raytracing.

If you look at the timelines amd and thus console vendors just caught off guard by RT and ML upscaling. Rest is just trying to claw back.
 
Yeah, I am, but it makes no difference whether I use it or not. I can turn on DLSS and frame gen, but the problems remain. Random drops into the low 30s that last for a few seconds.

There is still a known issue that the developers pointed out to the community. Sometimes, when starting the game with DLSS enabled, the game will run slower than intended. When this happens, until a final fix is released, you should switch from DLSS to TAA and then back to resolve the problem.

 
There is still a known issue that the developers pointed out to the community. Sometimes, when starting the game with DLSS enabled, the game will run slower than intended. When this happens, until a final fix is released, you should switch from DLSS to TAA and then back to resolve the problem.

Doom Eternal had that exact problem as well. IDTech quirks..
 
It looks like a 2060 is no longer be able to run the game smoothly in the Vatican city.


So suddenly, all these 6 GB GPUs like 3060 laptops, 2060, 3050 laptops become obsolete as they are not even able to keep up with the Series S, which just has a total of 8 GB available to games.

Great job, just great job to Nvidia for stinging and the developers for not exposing these console settings to their PC ports. @Dictator like you have said, the absence of said console settings are a huge problem.
there is more info in the official thread of the game with extra links and details and stuff, but here is a solution that seems to work.

So if anyone is having a problem with game starting and crashing right after with “failed to allocate video memory” text here’s a solution that worked with me: what you have to do is to manually (maybe in the future nVidia will add Indiana as supported game) add The Great Circle to nVidia app programs (mine is not in English so exact name may differ). That’s it. Now it works. I really don’t know what exactly adding the game to the program list does so now I don’t have a problem with “failed to allocate video memory” text

 

DF Direct Weekly #192: PlayStation 30th, New Steam Machines? Indy PC Reaction, New Intel GPUs!​


0:00:00 Introduction
0:01:14 News 1: Sony celebrates PlayStation’s 30th anniversary
0:24:09 News 2: Valve branding guidelines suggest third party SteamOS hardware
0:37:05 News 3: Black Ops 6 on PS5 Pro tested + developer info!
0:48:48 News 4: Intel reveals B580, B570 GPUs
0:58:28 News 5: Lenovo Legion Go S leaks
1:09:44 News 6: Warhammer 40,000: Darktide PS5 Pro tested
1:25:29 News 7: Indiana Jones and the Great Circle reaction
1:46:23 Supporter Q1: Is the industry finally moving to mandatory hardware RT?
1:54:50 Supporter Q2: Can Microsoft minimize hassles if they move towards Windows for their console releases?
2:03:05 Supporter Q3: For midrange GPUs, is it better to use temporal upscaling to 1440p or 4K?
2:10:23 Supporter Q4: Will Switch 2 games output to 720p or 900p in portable mode for performance reasons?
2:17:18 Supporter Q5: Will upcoming portable consoles be supported like the Series S?
 
With PT it seem much more all or nothing so I hope it stays that way.
Really? I think if anything the term PT has lost most of its meaning over the past year as well. There's very little similarity between what a classic offline path tracer does and - say - what Alan Wake or Wukong or now potentially Indy are doing. To be clear, I don't think gate-keeping the term path tracing is necessary, but if you've got versions of something called "full path tracing" that are mixed with primary raster, baked lighting, various screen space effects and now shadow maps as well, I think I'm going to have to get someone else to describe to me what it means beyond a marketing term at this point.

That would require something like RestirDI right? The raytraced sun shadows are presumably “classic” RT shadows without the fancy and more expensive restir stuff.
You certainly don't need any fancy light sampling algorithm for ray traced local lights; we've done those since the start of HWRT. Particularly in Indy which doesn't look to be super heavy local light sources from the shots I've seen, I can't think of a good reason why you wouldn't also use RT shadows for the local lights to be honest. Indeed RT shadows are generally a larger win for local lights than directional lights (although in this case obviously the directional light shadow maps are very poor, so good to have an alternative).
 
I think if anything the term PT has lost most of its meaning over the past year as well.
Would be more fair to call 'PT' in this case as 'pleb trasher' settings.

I hate elitism, but lets be real, only the top of the line cards of the most recent generation of GPU cards will be able to handle this level of settings at reasonable performance.
From a marketing POV, calling something path tracing is a soft way of letting people know that you're not going to be able to run this setting without an enthusiast card.
 
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You certainly don't need any fancy light sampling algorithm for ray traced local lights; we've done those since the start of HWRT. Particularly in Indy which doesn't look to be super heavy local light sources from the shots I've seen, I can't think of a good reason why you wouldn't also use RT shadows for the local lights to be honest. Indeed RT shadows are generally a larger win for local lights than directional lights (although in this case obviously the directional light shadow maps are very poor, so good to have an alternative).

Yeah maybe there are scenes with lots of lights that would tank performance. Although in that case they wouldn’t be generating shadow maps for every light anyway.
 
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