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

I'm still not sure what I find off with the faces/performance capture in this, not just Indy, which is to be expected really.

I love the skin shader they've gone for. They're rigged expressively. It's possibly the exaggerated specular on the eyes or that it's sometimes not their at all. Not sure!

I'm sure it's a trailer thing and I'll just get used to it in game. It's better than most games out there.
 
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It's a game but it looks better at being a movie than the last two movies.
I'll enjoy it for sure.
that's what I thought. It is more like a movie and a videogame merged, and this is probably one of the first games or maybe the first to achieve that. It's not that the game looks like a real life movie in any way, but it's a good or even a better movie than quite a few movies. They merged the cinema and videogame surprisingly well.


The scenes are very Indiana Jones like. I wasn't impressed by the game when I watched the trailer, but I didn't need to be. The grenade scene made me laugh unexpectedly, mainly because we got so used to the fact that when you watch a videogame trailer you expect to be amazed but not to laugh. 🙂
 
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I'm not a fan of the series and don't expect that much from the game but I find the first perspective interesting and if it uses a lot of ray tracing I'll get it and maybe play it for Christmas.
 
Ever since I went to see the first Indy film at the cinema I've been a fan. So it was good news to hear that it is still coming to PS5 after being blocked by MS when they borged Bethesda. Quiet looking forward to this.
 
The feature that excited me most from DF's video was fast load time. Too many games still manage to feature fun killing loading.
 
Anybody played the game, is it fun? What type of game is it? I assume it's not Point & Click like to cool games from LucasArts are.
Unchartered / Tomb Raider like?

I am wondering if I should buy it for the XSX or wait until the PS version arrives, I probably wont have time to play it before January anyway. And no I do not have a PC, unless Mac book qualifies.....

Also as a "ha ha", MS should just release it for PS5 Pro and say that it is not possible to run on the vanilla PS5 without compromising the experience to much. So either play it on our flagship which is much cheaper than the flagship console of our competitor.
 
Anybody played the game, is it fun? What type of game is it? I assume it's not Point & Click like to cool games from LucasArts are.
Unchartered / Tomb Raider like?

It's not Tomb Raider like. It's mostly first person for starters. I've not played it*, but the articles I've read seems to suggest it's very much it's own mix of stuff. A bit of Butcher Bay combat, mixed with puzzles in Hitman-esc open levels. Everyone seems happy with how authentically Indiana Jones it is. Looking forward to giving it a go on Monday.

* ÂŁ34 for the handful of hours I'd actually be able to play the early access was a bit too steep!
 
Good news is IDTech makes it super easy to modify all of the rendering settings in the console, as Alex from DF showed in his video for changing the LOD bias.

In the console, you can use:

'find cvar r_' to show all the rendering cvars you can modify, along with what their default and current values are.
You can also use longer or shorter substrings to search for, like 'find cvar r_shadow' to see all the shadow settings, and poke around with them to your heart's content.

Increasing some of the shadow ones has helped with the close shadow map precision for me so far, but the transition between the cascades still happens way too close for my liking, trying to figure out a way to adjust that.

Some Doom Eternal tweakers/modders noted that some cvars are 'restricted' but I'm not entirely sure what the behavior is in that scenario, whether the console will throw an error message if you try to change the setting, or just ignore the change.
 

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So far, changing the shadow settings as follows results in a dramatic increase in quality, although doesn't change the cascade distance:

r_shadowatlasheight 16384
r_shadowatlastilesize 8192
r_shadowatlaswidth 16384

Trying to set the atlas width + height higher than 16384 resulted in the shadows going all weird, and then the game crashed.
They look so much better I can't imagine why these settings weren't exposed in the game by default, I haven't noticed any performance issues, although admittedly I'm running at 1080p internal res on a 3090, so I'm a locked 60fps at all times.

I also regret changing so many things at random, as it appears the cvar changes are persistent/permanent, and out of the box, not all of them were set to what the engine 'thinks' is the default in the helptext.

I can see some of them like the r_shadowatlas* changes I just made in:
C:\Users\<username>\Saved Games\MachineGames\TheGreatCircle\base\TheGreatCircleConfig.local

But not all of them, oddly enough.
 
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You can also solve the LOD pop-in issue entirely with 'r_lodforce 1' instead of the default value of -1.
Setting it to -1 allows dynamic switching between LODs, from what I can tell so far at least, '1' is the highest quality LOD, and higher values force lower quality LODs for all the geometry.

r_lodforce 10 sure looks 'interesting' in some spots. :D

Also, as an addendum to my above post, for those without a ton of performance headroom left, r_shadowatlastilesize 4096 is probably a saner choice than 8192. I'm running a 1080p60 on a 3090 so I have performance to burn, but after I tried it at 4k, there is quite the performance hit. Sure looks nice though, and I still don't know why the devs didn't allow it in the settings menu as some sort of 'higher than insane' option.
 
Did some performance testing, in the highest shadow area in the jungle in the beginning of the game, the larger r_shadowatlastilesize values get very expensive, very quickly. In the indoor parts it's a lot more reasonable though:

r_shadowatlastilesize 2048 (highest you get with the highest setting in the settings menu): 6.0ms frame time
r_shadowatlastilesize 4096 (my recommended): 7.1ms
r_shadowatlastilesize 8192 (beautiful, but spendy): 10.5ms

And to sum up my current recommended options for prettying up the game:

r_shadowatlasheight 32768
r_shadowatlastilesize 8192
r_shadowatlaswidth 32768
r_shadowsfadedistancemultiplier 5
r_shadowcachehalfprecision 0
r_lodforce 0 or r_lodscale 5 (note in my previous post, I mentioned r_lodforce 1, but that's not the best LOD, 0 is the highest quality one, so far as I can tell. The desk in the office just before the first fight is one of the best spots to change LODs on the fly and see the results.)
is_poolSize "8192" (this is the texture streaming pool size, I believe, and you'd only want to set it this high on a 24gb card, default on my 3090 with max settings was only 4600MB)

While playing around with the r_shadowatlastilesize setting I noticed in some scenes I'd see warnings in the console saying 'too many shadow slices in view' and visibly broken/missing shadows, while I had it set to 8192.

Turning it down to 4096 fixed the issue, but so did incresing the r_shadowatlaswidth and r_shadowatlasheight from 16834 each to 32768 each. Doing so increased VRAM usage from 13450MB to 16522MB (at 720p internal resolution!) though, so you burn another 2GB of VRAM on shadows alone.

Kind of like the texture streaming pool size, if you've got a 24GB card, might as well put it to use.
 
Appreciate all the tweaks! Any advice for getting rid of the shimmering artifacting on wet/shiny surfaces?
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)
 
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)
There's a cvar for that too, but out of the box in the launch version at least it doesn't appear to work, as it throws constant warnings in the console saying "WARNING: DLSS-RR resources cannot be tagged." when it's set to "2".

rt_denoisermode: "1" is the default.

0: Off
1: NRD
2: DLSS-RR
 
There's a cvar for that too, but out of the box in the launch version at least it doesn't appear to work, as it throws constant warnings in the console saying "WARNING: DLSS-RR resources cannot be tagged." when it's set to "2".

rt_denoisermode: "1" is the default.

0: Off
1: NRD
2: DLSS-RR
Is the .dll present?
If not, it might only work after the PT patch, sicne it has no .dll to "hook" into?
 
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