Indiana Jones and the Great Circle [XBSX|S, PC, XGP]

great to know that you can use Path Tracing on the 3090. Is the option open for any GPU then or did you have to enable it using the cvars?

Seems open to any GPU provided it has enough VRAM. I didn't have to do any cvar fiddling.
12GB is officially the minimum as stated by MachineGames, but I have a 10GB 3080 in another machine that I'm going to see if I can convince path tracing should be a thing this evening. :)

There's a user adjustable cvar that determines the minimum VRAM to enable path tracing. I suspect I'm going to have to make some sacrifices elsewhere, possibly to texture streaming pool and the fallback rasterized shadows which I think are still used in some spots to squeeze it all in.

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Seems open to any GPU provided it has enough VRAM. I didn't have to do any cvar fiddling.
12GB is officially the minimum as stated by the MachineGames, but I have a 10GB 3080 in another machine that I'm going to see if I can convince path tracing should be a thing this evening. :)

There's a user adjustable cvar that determines the minimum VRAM to enable path tracing. I suspect I'm going to have to make some sacrifices elsewhere, possibly to texture streaming pool and the fallback rasterized shadows which I think are still used in some spots.

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what is the setting called? I don't seem to find it in the options menu. I have an A770 16GB from Intel.

For now I am using supreme settings xD, 'cos the framerate doesn't improve much on low so I prefer 30fps on supreme settings than 45 in low settings.
 
what is the setting called? I don't seem to find it in the options menu. I have an A770 16GB from Intel.

For now I am using supreme settings xD, 'cos the framerate doesn't improve much on low so I prefer 30fps on supreme settings than 45 in low settings.

It's in the 'Advanced Video Settings' down near the bottom. Brace yourself for a slideshow, though.
Poor Arc and its lack of ExecuteIndirect support in hardware. :runaway:

Edit: It may help looking into the console using the tilde (~) key after starting the game just to scroll back through the debug output, the game is surprisingly 'chatty' about all the warnings and non critical errors it encounters throughout play, and you may find some console output that explains if and/or why it's not exposing the PT settings for you.

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It's in the 'Advanced Video Settings' down near the bottom. Brace yourself for a slideshow, though.
Poor Arc and its lack of ExecuteIndirect support in hardware. :runaway:

View attachment 12589
hahahah, yup, since the framerate isn't that great I wouldn't mind a solid 15fps, 'cos at least it would be solid. This isn't a game for ARC, sadly. Too bad that option doesn't appear on the advanced graphics menu, it seems to be available for nVidia GPUs only.
 
hahahah, yup, since the framerate isn't that great I wouldn't mind a solid 15fps, 'cos at least it would be solid. This isn't a game for ARC, sadly. Too bad that option doesn't appear on the advanced graphics menu, it seems to be available for nVidia GPUs only.
You can try force-enabling it via the cvar.
rt_pathtracingEnabled = "1" and then the settings above it are the defaults with the settings set as shown in my screenshot one post above.

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Sounds like a denosing issue...does it use ray-reconstruction or will that perhaps first come in the pathtraced version?
(The nvngx_dlssd.dll needs to be present for RR)

Some other fun tests:

1) I tried enabling DLSS Ray Reconstruction via the cvar "rt_denoisermode 2" after the path tracing update patch. Same results as before, essentially a fullbright, blown out white and ghost-y image.

2) Turning the denoiser off with rt_denoisermode 0 also doesn't seem to be broken, the image isn't even super noisy, but it leaves ghost impressions as you move around. Reminds me of the old hall of mirrors effect when you'd noclip outside the level in Doom. I guess it is IDTech after all :p

3) I took your advice @IQandHDR and downloaded the latest nvngx_dlssd.dll from TechPowerUp, placed it in the game's directory, restarted, and tried to enable DLSS-RR again.

It's definitely less broken now, and it's definitely using the DLL, but it's the opposite of what I expected.
With DLSS-RR enabled, the image is much noisier than before with the default NRD denoiser, and also extremely dark.
It's not entirely black, you can still play it and move around, but it's like all the lights in the game have their intensity reduced to that of a candle.

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managed to achieve 60 stable fps using some RTX 3060 optimised settings. The game still looks good, but I dropped the resolution to 1366x768, which at the distance I play on my 32" monitor isn't a big deal, although noticeable to some extent. In the jungle part the game doesn't run at 60fps though.

Using lossless scaling is counter-productive in this game, at least on the A770, the framerate gets multiplied of course but it drops from 50 something or 60 to 30 or so, and it's not a good experience.

Intel added a global framerate limiter as of late though, which could do wonders with other games when using Lossless Scaling.
 
Some other fun tests:

1) I tried enabling DLSS Ray Reconstruction via the cvar "rt_denoisermode 2" after the path tracing update patch. Same results as before, essentially a fullbright, blown out white and ghost-y image.

2) Turning the denoiser off with rt_denoisermode 0 also doesn't seem to be broken, the image isn't even super noisy, but it leaves ghost impressions as you move around. Reminds me of the old hall of mirrors effect when you'd noclip outside the level in Doom. I guess it is IDTech after all :p

3) I took your advice @IQandHDR and downloaded the latest nvngx_dlssd.dll from TechPowerUp, placed it in the game's directory, restarted, and tried to enable DLSS-RR again.

It's definitely less broken now, and it's definitely using the DLL, but it's the opposite of what I expected.
With DLSS-RR enabled, the image is much noisier than before with the default NRD denoiser, and also extremely dark.
It's not entirely black, you can still play it and move around, but it's like all the lights in the game have their intensity reduced to that of a candle.

View attachment 12591
Interesting finds, I guess I will hold off playing until the issues get patched.
I can wait, still got HL1 Pathtraced I need to finish first :yes:
 
Well, in spite of the FPS drops into the 40s at 720p internal rendering resolution (DLSS quality at 1080p display res) the new PT mode looks so much better that there's no possible way I can go back.
exactly. It really is a completely different rendering path for all light sources and all light gathering along with a complete change to how the materials all behave.
 
My eyes must be failing me! In the daytime part of the third location it just looks a bit different with PT on. There's not some grand transformation from videogame visuals to something more real looking. Maybe I'm just in an area with art that's less impacted. I've also not got that close to croissants when testing.

I've not tried it in the opening jungle where I assume it'd help a lot.
 
3) I took your advice @IQandHDR and downloaded the latest nvngx_dlssd.dll from TechPowerUp, placed it in the game's directory, restarted, and tried to enable DLSS-RR again.
It just dawned on me now.
Are you saying this brand new game...was using an older version of DLSS-RR? :runaway:

I cannot understand why NVIDIA doesn't just use a "dummy" .dll that point to the driver and integrate the functions in their driver.
Then one does not have to play .dll-swapper with every single game :yep2:
 
On Series X here. Anyone else getting severe motion sickness with this game? I don't normally get motion sickness but there's something going on here. I've turned off motion blur and tweaked a few other settings but when I move around even slightly there's a ton of blur.

I want to play this game but may have to pass on it.
 
On Series X here. Anyone else getting severe motion sickness with this game? I don't normally get motion sickness but there's something going on here. I've turned off motion blur and tweaked a few other settings but when I move around even slightly there's a ton of blur.

I want to play this game but may have to pass on it.
yikes,
that's never a good sign.

some FPS games do cause this, I had this issue with Back4Blood, and I would say I'm generally very very good with FPS games and not getting sick with them.
 
It just dawned on me now.
Are you saying this brand new game...was using an older version of DLSS-RR? :runaway:

I cannot understand why NVIDIA doesn't just use a "dummy" .dll that point to the driver and integrate the functions in their driver.
Then one does not have to play .dll-swapper with every single game :yep2:
It didn't have the DLSS-RR .dll file at all to begin with, in spite of the fact that the engine clearly supports it in some fashion, with the cvar to toggle it on.
Hopefully they'll finish up that integration and enable it with a future patch.

Also, one more fun fact, from looking at all the warnings in the console as I'm playing around with settings, I see a bunch about Opacity Micro-map files not being able to be loaded, which makes sense given that I'm on a 3090. Also somewhat explains why they only recommend 40-series cards for the 'path tracing' mode though, as there's an awful lot of foliage, fences, and other alpha-tested stuff.
 
On Series X here. Anyone else getting severe motion sickness with this game? I don't normally get motion sickness but there's something going on here. I've turned off motion blur and tweaked a few other settings but when I move around even slightly there's a ton of blur.

I want to play this game but may have to pass on it.
Is the FOV adjustable ?
 
It didn't have the DLSS-RR .dll file at all to begin with, in spite of the fact that the engine clearly supports it in some fashion, with the cvar to toggle it on.
Hopefully they'll finish up that integration and enable it with a future patch.

Also, one more fun fact, from looking at all the warnings in the console as I'm playing around with settings, I see a bunch about Opacity Micro-map files not being able to be loaded, which makes sense given that I'm on a 3090. Also somewhat explains why they only recommend 40-series cards for the 'path tracing' mode though, as there's an awful lot of foliage, fences, and other alpha-tested stuff.
Ah, that seems like a strange omission in a path-traced game.
I wonder if they also use:
Shader Execution Reordering (SER)
Displacement Micro Meshes (DMM)
Besides Opacity Micro Maps (OMM)

That would help explain the performance gap.
 
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