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

Anyone testing the PT patch? I'm about to start it
Currently playing it. It looks a lot better, but my performance in this game is awful. Looks like I'm CPU-bound on a 13900K, which is highly unlikely, especially when looking at the thread usage, but my GPU never goes past 75% usage. Massive fps drops every few seconds.
 
DLSS/FG issues at launch seem like a regular thing for Gamepass titles. /Sigh.

Edit: I can get over 60fps with ft sun shows and reflections only. The lighting is a bit broken at points and the hitches on scene shifts. I'm just going to play without PT for now.
 
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Ugh. The second location is a juddery mess. It's running at 165fps and just randomly dipping into the 40s. Weirdness. PC gaming. Hurrah. This is me dropping it down to High, no PT and DLSS balanced. PC gaming nonsense. Might just play it on Xbox later.

Anyway, time to get the kids out of the door to school. and start work.
 
Currently playing it. It looks a lot better, but my performance in this game is awful. Looks like I'm CPU-bound on a 13900K, which is highly unlikely, especially when looking at the thread usage, but my GPU never goes past 75% usage. Massive fps drops every few seconds.
What is your setup? I'm averaging 70FPS @ Supreme settings with full path-tracing (7950X w/4090J). iDTech boys showing off their mad skills at optimization!
 
Ugh. The second location is a juddery mess. It's running at 165fps and just randomly dipping into the 40s. Weirdness. PC gaming. Hurrah. This is me dropping it down to High, no PT and DLSS balanced. PC gaming nonsense. Might just play it on Xbox later.

Anyway, time to get the kids out of the door to school. and start work.
What kind of setups do you guys have? You really need a 4090 to play with PT mode on.
 
What kind of setups do you guys have? You really need a 4090 to play with PT mode on.

I was talking about non PT in the quote you quoted. Something was going very wonky, even on a restart with all high settings. Might give it another attempt later.

RTX 4070, so the only thing that should break non PT is having the texture cache on supreme, which it wasn't.
 
Ah, this is what was running into when I was messing with settings.

There is still a known issue that the developers pointed out to the community. Sometimes, when starting the game with DLSS enabled, the game will run slower than intended. When this happens, until a final fix is released, you should switch from DLSS to TAA and then back to resolve the problem.

Edit: /sigh no it wasn't. still getting huge frame drop ever few steps, even on high nonPT. PC late access it is for me then.

Edit2: Even though I had toggled off DLSS, it doesn't auto toggle off frame gen. It's that toggle that's causing the frame hitch issue every few seconds.
 
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My save is in the third area. In the opening of that, my 4070 is getting 45-60fps with full PT on. That'd be perfectly playable with working frame gen enabled. Not sure that level of performance would hold true in other areas through. It also doesn't make enough of a visual difference that area either. I'd imagine it helps with the outside bits of Marshall College. They look horribly flat on Xbox.
 
My save is in the third area. In the opening of that, my 4070 is getting 45-60fps with full PT on. That'd be perfectly playable with working frame gen enabled. Not sure that level of performance would hold true in other areas through. It also doesn't make enough of a visual difference that area either. I'd imagine it helps with the outside bits of Marshall College. They look horribly flat on Xbox.
The lighting is completely different in PT mode. So much so that the vector to the lightsource and spawning rays from that direction vector is a completely different light vector for the non-PT mode. Also to add that the RTGI isn't the same as PT-GI. Also the materials in PT mode are computed accurately as opposed to the screenspace tricks of the non-PT mode.
 
The lighting is completely different in PT mode. So much so that the vector to the lightsource and spawning rays from that direction vector is a completely different light vector for the non-PT mode. Also to add that the RTGI isn't the same as PT-GI. Also the materials in PT mode are computed accurately as opposed to the screenspace tricks of the non-PT mode.

On the opening to the
Vatican
it really doesnt look that different. I will have a poke at it later. I'd literally only A/B'd it in the opening courtyard and the bit when you climb up above there.
 
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.
there are also videos on how to fix the issue with 6GB of VRAM.

Indiana Jones and the Great Circle - Solution to the Error: Failed to Allocate Video Memory


Some possible solutions can be found here:

https://steamcommunity.com/app/2677660/discussions/0/604141771964823077/

And here:

 
There don't appear to be a ton of new cvars to tweak in the path tracing update, but so far here are some I found, along with their default values after a fresh reinstall of the game with the settings maxed out. Note that 'default' values appear to be the defaults overall for the engine, not what the default is for whatever quality level you might have set. The various settings in the game can and do move the settings away from whatever the engine thinks their default value might be.

My poor 3090, ~40-45fps in the opening scene with the settings maxed, at 720p internal rendering resolution (DLSS quality) - dropping the internal resolution further doesn't really seem to claw back a ton of performance either.
 

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Found a few more, there are some LOD settings specific to the RT/PT mode now.
I also gave the denoiser cvar to enable DLSS ray reconstruction another go.

It doesn't throw any warnings in the console like it did before, but it sure is broken, at least on my rig. It looks super bright and smeary, almost like it's gathering temporal data over a very long period of time as opposed to just a few frames.
 

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Found a few more, there are some LOD settings specific to the RT/PT mode now.
I also gave the denoiser cvar to enable DLSS ray reconstruction another go.

It doesn't throw any warnings in the console like it did before, but it sure is broken, at least on my rig. It looks super bright and smeary, almost like it's gathering temporal data over a very long period of time as opposed to just a few frames.
I heard on the latest Digital Foundry video that there is a bug with HDR and DLSS, are you using HDR?
Apparently it is either one or the other until it gets patched out/fixed.
 
I heard on the latest Digital Foundry video that there is a bug with HDR and DLSS, are you using HDR?
Apparently it is either one or the other until it gets patched out/fixed.
I'm not, no, an ancient 1080p SDR plasma panel. :)
 
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.
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?
 
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