Digital Foundry Article Technical Discussion [2024]

That's a good argument, but RT isn't possible on last-gen even moreso.


But it is. RT is the core of how rendering is designed in the first place. There are so many challenges that can't be overcome due to rasterization. It looks ugly to me to see last-gen games using GI light probes -- even in the cutscenes without a local light source to hide no occlusion. I'd rather have RT than Metahuman and Nanite. Most games don't exhibit polygonal edges anymore. Yes, the detail in HB2 is insane but it's still not implementing the lighting properly.
That's the thing. You worked in this field. I haven't. While you may immediately spot issues with a lighting system, I can sometimes not tell unless I have side-by-side comparisons. If baked lighting is good enough, for laymen, we won't notice what the ray tracing adds. However, it's not possible to fake good textures or geometry. There's very little in-between. If an apple in a basket has square edges, no amount of faking it will fool the eyes of anyone. Lighting, on the other hand, can even be outright inaccurate but to a layman's eyes look better than accurate lighting, which isn't always the best artistic choice anyway. There are too many moments where I stopped to look at things in Indy and went, yeah, that doesn't look good. The LOD and texutre pop-ins are also jarring unless you change them manually.

For instance in this shot: the top setting for texture still looks bad.

yUI08xQ.png


I hold what Wukon and Hellblade do with UE5 in much higher regard than the GI in Indy (and Wukong has RTGI anyway). I understand DF's gripes with the performance though. It can be awful at times.

Also, semi-related, but the first Indiana Jones video from DF has garnered a whopping 405K views.
 
Indiana Jones i Wielki Krąg 2024-12-29 16_58_25.png


We truely live in amazing times if this is considered to be terrible character models and not great assets quality. This is running like a butter on my budget 4060 not a single setting here is maxxed.
 

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Exactly. The game has the best kind of lighting that works extremely well with ALL materials. I'm sad they couldn't find time to do the local lighting importance sampling like Snowdrop engine with Star Wars. It would be incredible to see. But the materials look so good because of the path-traced direct/indirect with the Sun. All they have to do now is refine it to include local light sources. The engine has the bandwidth to do it with frame gen.

I'd love to see a 5090 with a patch that does local lighting at 60FPS.
This game will be the reason i will go broke and buy 5090 ... anyone needs kidney?
 


How many games released this year can beat this?
We are talking about micro detail here, your screenshot only shows the macro detail. Take a look at how low poly the stones are in the Indy jungle map.

Screenshot 2024-12-29 183028.png

You can count the polygon edges in these assets and I'd argue those are truly last gen stones. And now compare it to Hellblade 2.

Screenshot 2024-12-29 182948.png

Perfectly smooth and round, and MUCH much more of them while the ground in Indy is just plastered with PNG leaves instead of real polygons. I'd argue a single Hellblade 2 stone has 3 times as many polygons as multiple of Indy stones. It's really atleast 2 generations ahead.

Consider how much more polygons UE5 titles like Hellblade 2 are being throwed at the screen, the difference in performance is really no wonder. Everything comes at a cost. They sacrificed a lot of visual fidelity for a higher performance target in Indy.
 
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I won't say a thing about the game as a whole, because I haven't played it, but that specific picture... you don't need games released this year to equal or surpass that (if not technically, at least visually).
You do need games to match that though. He's not talking about the geometry here. He's talking about the lighting. It's literally impossible with SSAO and GI light probes.
 
We are talking about micro detail here, your screenshot only shows the macro detail. Take a look at how low poly the stones are in the Indy jungle map.

View attachment 12750

You can count the polygon edges in these assets and I'd argue those are truly last gen stones. And now compare it to Hellblade 2.
Those rocks have sharp edges and some of them have smooth edges. A rock isn't always smooth. I don't agree that they had polygonal bandwidth limits at all. Also the textures on the ground and rocks are comparable with HB2. HB2 just has a lot more geometry and a very high resolution. Sadly, it's lighting doesn't compare to Indy's PT.

View attachment 12749

Perfectly smooth and round, and MUCH much more of them while the ground in Indy is just plastered with PNG leaves instead of real polygons. I'd argue a single Hellblade 2 stone has 3 times as many polygons as multiple of Indy stones. It's really atleast 2 generations ahead.
Yes, I think the argument is materials and lighting. Not geometric complexity, which we all know HB2 is the leader of it.
 
Given the wide scope of different locations for Indy, I'll give it a pass for not having everything at a demo material level.

HB2 is a walking tech demo and a good one at that. Shame the 'gameplay' is painful to sit through just for the visuals.
 
Those rocks have sharp edges and some of them have smooth edges. A rock isn't always smooth. I don't agree that they had polygonal bandwidth limits at all. Also the textures on the ground and rocks are comparable with HB2. HB2 just has a lot more geometry and a very high resolution. Sadly, it's lighting doesn't compare to Indy's PT.


Yes, I think the argument is materials and lighting. Not geometric complexity, which we all know HB2 is the leader of it.
Yes you are right about different rock types, but you should be able to tell the difference between a RL edgy rock and a video game edgy rock that lacks polygons.

The discussion was clearly about geometric fidelity though, Troyan started it by saying Indy has "state of the art geometric fidelity", then a couple of users disagreed with him about that specific aspect and in response he posted that screenshot we were looking at.
 
We are talking about micro detail here, your screenshot only shows the macro detail. Take a look at how low poly the stones are in the Indy jungle map.

View attachment 12750

You can count the polygon edges in these assets and I'd argue those are truly last gen stones. And now compare it to Hellblade 2.

View attachment 12749

Perfectly smooth and round, and MUCH much more of them while the ground in Indy is just plastered with PNG leaves instead of real polygons. I'd argue a single Hellblade 2 stone has 3 times as many polygons as multiple of Indy stones. It's really atleast 2 generations ahead.

Consider how much more polygons UE5 titles like Hellblade 2 are being throwed at the screen, the difference in performance is really no wonder. Everything comes at a cost. They sacrificed a lot of visual fidelity for a higher performance target in Indy.

Yeah, like i said. Hellblade 2 is a great example of UE5 ability to render stones. Fantastic for a 4h game. Indiana Jones renders different scenes with state of the art geometry fidelity. That doesnt mean it is on par with UE5.
But the best looking game should be render more than just stones. And stones are something Indiana Jones can render, too:

But Indiana Jones has more to offer, like reflective material:


The reflection of Jones and the character next to him put this game above other games.
 
Yeah, like i said. Hellblade 2 is a great example of UE5 ability to render stones. Fantastic for a 4h game. Indiana Jones renders different scenes with state of the art geometry fidelity. That doesnt mean it is on par with UE5.
But the best looking game should be render more than just stones. And stones are something Indiana Jones can render, too:

But Indiana Jones has more to offer, like reflective material:


The reflection of Jones and the character next to him put this game above other games.
Best looking game should be also not only about static screenshot but also how characters are animated...
 
But it is. RT is the core of how rendering is designed in the first place. There are so many challenges that can't be overcome due to rasterization. It looks ugly to me to see last-gen games using GI light probes -- even in the cutscenes without a local light source to hide no occlusion.
I agree in principle, but I do think a lot of the time people get so tied up in the marketing checkmarks or narratives they want to drive that they aren't even looking at the images they are seeing critically. I'll give a few recent examples.

There's games that use largely-diffuse, pretty low density, probe-based "RTGI" (as if that term means anything anymore). On the plus side, doing dynamic traces against triangle geometry is a massive win from a production perspective vs. baking. On the other hand, the visual result is often only marginally better than one would expect from baked probes, with rampant leaking and no fine-grained detail at all (or sometimes only via screen traces). Often the RT scene used in these implementations is so simplified that you're basically just getting very broad, diffuse bounce with no fine grained contact or specular occlusion (which, IMO, are the main hallmarks of GI).

Obviously you have to do something to make games fit into 60fps console budgets or whatever, and I think overall the tradeoffs made in these implementations are reasonable. But these implementations (Indy w/o "full RT", The Finals, Avatar, Metro, etc.) should not really be discussed as if they are competing with implementations that are aiming for much higher fidelity, fine-grained, specular GI (various "full RT"/"PT" things, Lumen both modes, etc) because the results are not really comparable. Even if using the reviled SDF path, I would fully expect Lumen SWRT to look quite a bit better than the stock Indy RTGI, albeit at a higher cost.

But that's the rub! The narrative often strays so far into "RT vs no RT" that people entirely lose the plot that there's a variety of solutions that sit in different places on the performance/quality spectrum. Even the critically important things like what does your tracing scene representation look like and at what frequency are you querying it and updating it are lost in the marketing and console wars. People start making arguments that are patently silly from a technical perspective because it supports whatever marketing narrative.

On the RT front I don't think the current tech landscape is actually that complicated. We want dynamic GI across the stack because the production burden of baking is increasingly unworkable with modern amounts of content. Therefore stuff like real-time probe diffuse GI makes sense even if it doesn't necessarily look much better than offline baking (which guess what guys... has always been raytracing...) would have. As we scale up quality and need sharper specular, low res BVHs or SDFs become insufficient, as do world space probes. This is honestly where the real cost is paid in terms of jumping to a solution that maintains a reasonably high quality BVH and higher frequency raytracing that can reasonably capture contact effects in addition to broad scale occlusion. These solutions are much more expensive than the other ones and thus basically require temporal and spatial resuse in various domains. But they are the only current way to get these effects at sufficient fidelity, which leads back to the original point.

Yes RT is a foundational technology that will be used more as we move up the quality stack. This has been true for decades, with only the timelines being a question mark. I'm glad we're getting to the point where we can start to assume that some hardware support for ray queries is present in games we ship, and thus I'm really happy to see Indy take a dependency on that as it opens the way for more progress once that becomes the norm. But we don't need to pretend that "RT" in the title of a technique automatically makes it look great or better than something without it because in reality, "RT" is as much a marketing term now as a technical one. Let's look at the actual images and compare on the phenomena they model and at what accuracy and detail levels, algorithms aside.

Most games don't exhibit polygonal edges anymore. Yes, the detail in HB2 is insane but it's still not implementing the lighting properly.
...
Indy Jones texture work is very high for the most part.
Let's not get silly, there's tons of polygonal edges in games, even Nanite ones. I don't really know what you mean by "lighting properly" because that's an arbitrary definition. What matters is how close the result is to a reference and I think Hellblade does relatively fine in that regard in the scope of its environments.

The texture point is one that I want to briefly mention though because it's one that I think really covers a lot of the amateur discussion of many of these games online. People in general respond to high resolution textures (and post-processing...) as if they are a primary thing that makes a game have "good graphics". Obviously super smudgy stuff isn't visually appealing, but on the other hand really high res textures and normal maps on low res geometry that doesn't interact with detailed lighting is last gen technology. See basically every "Skyrim with mods looks better than XYZ modern game!" post, but I'll even pick on a modern example.

Dev hell and all that aside - just judging the outcome at launch - I don't think Stalker 2 is a particularly good looking game, despite fairly modern technology; I would not put it on my best of 2024 even as a runner up. I think people generally just think it looks good because it has pretty high texture resolutions and occasionally good geometric/asset density, but in terms of the lighting, it really does not strike me as anything special in the majority of what I've played and seen. Obviously people are free to like high resolution textures and such if they want to but I think from an visual and lighting level, it's not really in the same league as other things on the list.

And to get on my personal soapbox again, I don't think stuff like the shadow quality of foliage in Stalker 2 or non-RT Indy, or to a slightly lesser extent Outlaws is acceptable in a 2024 game that gets put on a "best graphics of" list. (Obviously the ones that also have an RT path on PC get a pass assuming folks are speaking of those versions.) I don't really care if your textures and geometry are the size of pixels if your shadow map texels cover hundreds of pixels. I don't know why anyone else puts up with that either other than the fact that they got used to it. Honestly the biggest visual impact of the "full RT" paths often isn't even the GI parts, it's the fact that all lights get ray traced shadows. I guess this is at the very least a "light at the end of the tunnel" for shadow quality (pun intended :p), but it does start to feel like people are using it as an excuse to not even do a decent shadow map implementation in the mean time.

Anyways take all this with a grain of salt. I think the DF list is broadly reasonable and while no two people will ever make exactly the same list, it's always just a question of what ones priorities are. It's great to see a bunch of bespoke renderers and techniques like Tiny Glade (and PoE2 is probably another good candidate) as well. While these rendering techniques don't necessary have broad application, IMO *they* are the real cases that strongly show places where developing your own rendering tech specific to your game constraints (whether within the umbrella of a game engine or otherwise) still has an important place in 2024 and beyond.
 
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That's the thing. You worked in this field. I haven't. While you may immediately spot issues with a lighting system, I can sometimes not tell unless I have side-by-side comparisons. If baked lighting is good enough, for laymen, we won't notice what the ray tracing adds.
That's only because we have been used to incorrect lighting for so long. You will notice it now since RT has entered the fry.

However, it's not possible to fake good textures or geometry. There's very little in-between. If an apple in a basket has square edges, no amount of faking it will fool the eyes of anyone. Lighting, on the other hand, can even be outright inaccurate but to a layman's eyes look better than accurate lighting, which isn't always the best artistic choice anyway. There are too many moments where I stopped to look at things in Indy and went, yeah, that doesn't look good. The LOD and texutre pop-ins are also jarring unless you change them manually.
You must not be playing Indy on a high-end PC because the majority of your complaints are from the console.

I hold what Wukon and Hellblade do with UE5 in much higher regard than the GI in Indy (and Wukong has RTGI anyway). I understand DF's gripes with the performance though. It can be awful at times.
That's fine.
 
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