The Complete List of PC Ray Traced Titles with Classification

Hey guys ! :) Just aksing a technical question for those who may know.
I noticed that, in CP2077, with the PathTracing, the indirect shadows was clear and can even be multiples (multiple undirect lights sources generate multiples soft undirect shadows).

But i barrely can notice it in Indiana Jones :( Look at those screenshots. Normaly you can see undirect shadows (even verry soft) where i draw it's supposed emplacement (in blue).
Also, much of objects that are placed on any tables, or on the ground, don't cast undirect shadows in a proper way. But it do it correctly in CP2077.

Any idea why ?

Notice that, in Indiana Jones, the Path Tracing is NOT supported with RTX30 series. Only with 40 series... I have an RTX3080...So, i found a .exe moded that bypass the settings to activate it.

See u :)

(I know it is little off topic, but this thread seem populated with ppl who know this subject :D ).
 

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Ho ! You mean, it's the way they implemented the Nvidia PT in theire 3D engine ?
The implementations are different despite most (all?) of them using Nvidia tech. The balance between quality and performance and the difference in engine capabilities can lead to different results even in path tracing.
 
Ho, and just to say, it can maybe help some ppl. So.

When you run Indiana Jones with a RTX Series 30, the DLSS seem not working well and is not stable (certainly because it's a to recent version of DLSS for this GPU). The "secret" to get a good amount of FPS is to launch the game in safe mode (all the time ! Yes...it mean you need to redo ur setting at every launch).
Then, stay in 1440p max. Put all the graphics on MAX but not the texture pool size. Texture pool size need to be set on low or medium.
Then, go to Path Tracing setting. All on max (full PT). Then resolution of the DLSS you can set it on quality or balanced.
You will get 30/40 FPS average with a 3080 on "quality" setting. If you launch the game in normal mode, you will get around 10/15 FPS with the SAME settings :D

When playing in safe mode, set everything in the menu only. Never ingame...If you touch the RT or DLSS in game, you will get back 10FPS as if you where in normal mode.
You can get this FPS in normal mode, but you can loose it at every loading or autotravel. You will not loose it in safe mod. Until you play 2/3 hours or if you overload your RAM with any soft running in the background.
 
The implementations are different despite most (all?) of them using Nvidia tech. The balance between quality and performance and the difference in engine capabilities can lead to different results even in path tracing.
Okay thank you. This is unfortunate. Undirect shadowing and reflections in CP2077 is (realy) much better (seem).
Also, maybe it's because i run IJ with a series 30RTX and i'm not supposed to access PT with this GPU. But i think it's not the reason. Thanks for your answer :)

(I don't know if all of them use the Nvidia codes and tech. I think no. Lumen is maybe stand alone PT capable ? Even if Nvidia propose a implementation of PT with UE5 and Lumen. Good question ! :) ).
 
Hello, me again !

I noticed that some objects project clearly undirect shadow. But not with a good accuracy. Maybe, it depend on the scene or the engine limitation, yes.
It's may why they don't even appear with small or thin objects ;)

So. i got an idea. Maybe, it's normal and it depend on the engine limitation. Maybe also it's because undirect shadows are not defined and precise enought to appear clearly with small parts/object in certains cironstances.

So i gave a look on the "TheGreatCircleConfig.local" file. To know if i can find a way to give more accuracy to that kind of shadows. But i don't know what ligne to touch, and i guess this file don't show every settings if not changed in game.
I know it can be that since i was using redering software as Vray or RT mods capability in UE4 (with prebaked methods, not for real time), and if the settings was not set correctly, the shadows was not starting at the edge of the object, but at the center.

Any idea ? XD
 

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Any idea ? XD
Could the detail be being lost with the denoiser? I know something else had some kind of issue with losing detail from using multiple denoisers that improved when ray reconstruction was turned on. The good news is in the DF interview with the devs and nvidia guy they said RR is coming to Indy soon so we will get a chance to see if that's part of the problem.
 
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