Digital Foundry Article Technical Discussion [2024]

The Series S uses much lower textures. You dont even get these on the PC.
That's the issue, yes. If they would expose the console settings to PC, the minimum requirements could be a lot lower. I don't get it. It's not like the 5 presets are doing much right now...
 
Call me paranoid, but no FSR or XeSS, crippling VRAM demands, and the lack of scaling almost seem by design to gatekeep low-end GPUs.
 
Yeah, but this is not only a problem for low end GPUs. High-End GPUs cant really invest more performance into better quality. Great to have 100 FPS in 4K, but the geomtery pop in, the broken shadows, no reflections... are huge problems. I dont really understand why they have not expand the Raytracing effects. When you have hardware raytracing just reuse the pipeline. Cyberpunk is 4 years old and you can use raytracing for GI, shadows, reflections and better direct lightning...

And these texture are just bad. Why does a game like this needs 10GB in 1080p, wenn the texture quality is so last gen?!
 
I dont really understand why they have not expand the Raytracing effects.
"On December 9th, Full Ray Tracing will further upgrade Indiana Jones and the Great Circle on PC. Also known as Path Tracing, Full Ray Tracing is a demanding but highly accurate way to render light and its effect on a scene, used by visual effects artists to create film and TV graphics that are indistinguishable from reality. Until the arrival of GeForce RTX GPUs with RT Cores, and the AI-powered acceleration of NVIDIA DLSS, full ray tracing in real-time video games was impossible.

Following the release of the update, shadows, reflections, and global illumination will all be accurately rendered in Indiana Jones and the Great Circle using Full Ray Tracing, elevating image quality. And with DLSS 3’s performance multiplier, GeForce RTX 40 Series gamers will have the power to enjoy Indiana Jones and the Great Circle’s Full Ray Tracing at the highest detail levels and resolutions."

https://www.nvidia.com/en-gb/geforce/news/dlss-3-ray-tracing-indiana-jones-and-the-great-circle/
 
Pathtracing is different. Maybe i want to play with 60 FPS in nativ 4K. That should be possible with RTGI and shadows. Shadow of the Tomb Raider is rock stable on a 4090 in nativ 4K.
 
Pathtracing is different. Maybe i want to play with 60 FPS in nativ 4K. That should be possible with RTGI and shadows. Shadow of the Tomb Raider is rock stable on a 4090 in nativ 4K.

Probe based RTGI requires much lower BVH resolution than RT shadows. They’re likely using a pretty coarse BVH for the RTGI traces.

Is the geometric detail in Tomb Raider on par with Indy?
 
The Series S uses much lower textures. You dont even get these on the PC.
Hmmm. Again, virtualised textures should need negligible RAM for pixel-perfect textures. There shouldn't even be higher quality texture options on more VRAM as you have one texel per pixel. The limiting factor should only be streaming speed and need to cache more because the persistent storage can't keep up.

This is likely why the PC hasn't got a lower texture quality option, because the textures are fixed at the density in the game file. You can't stream the assets at a lower fidelity and you'd gain nothing from doing so anyway. They must be authored at a lower quality. I can only assume the tile cache is limited on 8GBs total RAM and XBSS needs a lower fidelity texture atlas, but that means the tile refreshing vastly exceeds the transfer speed and latency of the SSD. Perhaps there are more bottlenecks with streaming assets than the original calculations predicted?

Wish Sebbbi was here to impact wisdom.
 
This is likely why the PC hasn't got a lower texture quality option, because the textures are fixed at the density in the game file. You can't stream the assets at a lower fidelity and you'd gain nothing from doing so anyway. They must be authored at a lower quality.
I wonder what affect adjusting the LOD bias in the drivers would have.
 
This is likely why the PC hasn't got a lower texture quality option, because the textures are fixed at the density in the game file.
for the pc gamepass version, there's a checkbox during installation where you can select whether you want HD textures. Opting in for HD textures adds an extra 40GB to the game's total data
Considering they have watched Alex' video, it's extremly likely they are already using low settings...
the best and easiest way to save VRAM is decreasing the resolution.
 
for the pc gamepass version, there's a checkbox during installation where you can select whether you want HD textures. Opting in for HD textures adds an extra 40GB to the game's total data

the best and easiest way to save VRAM is decreasing the resolution.
Yes, that's a good point. Perhaps the people having issues have this texture pack installed.

In any case, I shall try it tomorrow on my 6 GB GPU without the HD texture pack option checked.
 
Yes, that's a good point. Perhaps the people having issues have this texture pack installed.

In any case, I shall try it tomorrow on my 6 GB GPU without the HD texture pack option checked.
Isn't that GPU under the minimum requirements the devs posted for the game?
(aka asking for problems?)
 
Isn't that GPU under the minimum requirements the devs posted for the game?
(aka asking for problems?)
It is. However, the Series S is more memory constrained and much less powerful. So it should run well on my GPU with the same textures.
 
Hmmm. Again, virtualised textures should need negligible RAM for pixel-perfect textures. There shouldn't even be higher quality texture options on more VRAM as you have one texel per pixel. The limiting factor should only be streaming speed and need to cache more because the persistent storage can't keep up.

This is likely why the PC hasn't got a lower texture quality option, because the textures are fixed at the density in the game file. You can't stream the assets at a lower fidelity and you'd gain nothing from doing so anyway. They must be authored at a lower quality. I can only assume the tile cache is limited on 8GBs total RAM and XBSS needs a lower fidelity texture atlas, but that means the tile refreshing vastly exceeds the transfer speed and latency of the SSD. Perhaps there are more bottlenecks with streaming assets than the original calculations predicted?

Wish Sebbbi was here to impact wisdom.

You can get the IDTech engine to scale down to work on a potato, although it obviously looks real ugly.
Most of what I've been posting in the dedicated thread for the game here I took by reading previous peoples' attempts to get Doom (2016) and Doom Eternal running on GPUs with 2GB or 4GB of VRAM, and even intel iGPUs and then... doing the opposite. :)


You can make the cvar changes in the config file to get them to apply before the game even starts, so it doesn't crash when it runs out of VRAM. By comparing which cvars get changed as you dial the quality down from high to medium to low, you can get a sense of which ones you can scale down even lower, as needed.

The shadow map atlas takes up an enormous chunk of VRAM on its own, and you can reduce it essentially as low as you want, or even turn them off entirely.

Not all of the Doom Eternal cvars exist in Indiana Jones, but enough to definitely scale it down some more than what's exposed in the menu settings, and I wouldn't be surprised if modders found a way to change the ones that aren't exposed in the console at the moment. Doom Eternal also had a bunch of them 'locked' by default and had to be enabled via cheat engine or injectors.


I managed to get it to fit within 6GB VRAM after about 15 minutes of tweaking, although it sure is ugly without shadows and with PS2 quality textures.

Curiously, there's also a cvar to adjust memory over-allocation behaviour, that set by default to "1" and only applies to AMD cards. Would be interesting to see how and if it helped on a 2060 6GB.

r_enableMemoryOverallocationBehavior "1" (1 is default)

0: Disable
1: Enable on AMD
2: Enable everywhere
 

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In the end it is a easy fix for nVidia. Just sell more VRAM. Unlike UE5 at least with Lovelace my GPU is working overtime with a power consumption up to 480W. Or 20% more than the standard version.

Game looks so much better with proper shadows. Cant believe they are shipping this game with these broken one...
 
In the end it is a easy fix for nVidia. Just sell more VRAM. Unlike UE5 at least with Lovelace my GPU is working overtime with a power consumption up to 480W. Or 20% more than the standard version.

Game looks so much better with proper shadows. Cant believe they are shipping this game with these broken one...
Could you make some comparisons with PT on and off? That would be great.
 
From a technical and BoM stand point on desktop GPUs it is but from a opportunity cost stand point business there's likely very significant implications in terms of cannibalizing sales up stack and future sales. I think this why there is a lot of consternation regarding Nvidia's VRAM situation with 4xxx (and possibly the upcoming 5xxx).

For mobile parts it's a bit more complex as there is more power and actual physical space considerations and trade offs with adding more VRAM without the industry scaling to higher density chips (which has slowed greatly progress wise).
 
From a technical and BoM stand point on desktop GPUs it is but from a opportunity cost stand point business there's likely very significant implications in terms of cannibalizing sales up stack and future sales.

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.
 
The update for Indiana Jones is available and the "full raytracing" allows to switch between different settings - reflections, indirect lightning and shadows. Okay, problem solved. :D
got a patch for the pc gamepass version. Are you referring to that update? I can't play the game till tomorrow 'cos I don't have early access.

Tbh, I can't wait to see the full ray traced version, they got me curious and hyped about something I can't play xD.
 
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