Indiana Jones and the Great Circle

Indiana Jones and the Great Circle

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MortalEmperor | Bethesda  [developer] Feb 26 @ 12:01pm
3
Steam Deck Hotfix Released
Hey adventurers,

Although Indiana Jones and the Great Circle is currently not Steam Deck verified, we know that some of you enjoy playing Indy on the go—and that some of you may have experienced issues starting the game on Steam Deck following Update 3.

We have just released a hotfix that addresses those issues, so you can continue taking the adventure with you everywhere! And with support for additional upscaling options in Update 3, Steam Deck players can now experience higher frame rates than before.

Thank you for your patience, and we look forward to officially supporting Steam Deck in future updates!
Last edited by MortalEmperor | Bethesda; Feb 26 @ 12:04pm
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Showing 1-13 of 13 comments
Rui_PT Feb 26 @ 5:10pm 
The game should be verified! It runs well
Stella Feb 26 @ 5:33pm 
Thank you for the update and keep up the great work!
The game is still crashing for me.

I can get past the opening logo screens, but it usually crashes the game and steam before loading the menu screen.

Running in Safe Mode, I can sometimes get to the menu screen and change the settings (1680 by 1050, all low settings) to those I used before Update 3, which worked perfectly, but the game crashes when loading a game slot. I then can't get the game to load again.

I ran the game in desktop mode, and the error I am getting is "Steam shut down as it ran out of memory."

I am running this on a Lenovo Legion Go running SteamOS/Bazzite. It is technically more powerful than a Steam Deck and ran the game perfectly before the update.

Please help!
I managed to get the game running again.

I deleted all the game saves and the Steam compatibility folders/files in Desktop mode and was able to run the game.

I set the options to 1280 x 800 (Steam Deck native res) and settings to low and got the game running.

I also turned on FSR, and that worked. I tried to also turn on Frame Gen, but as soon as I enabled it, the game/steam OS crashed.

It is working for now. I played a few minutes of the Golden Idol. The test will be when I get to the Vatican, as that was where my previous save caused the game/steam to crash.

I am getting between 45 to 70 FPS on these settings, which isn’t bad for a handheld. I feel like I should be able to use 1680 by 1050 because I was using the same/similar settings pre-update and was getting around 40-50 FPS at 1680 by 1050, but using 1680 by 1050 now causes it to crash.

The new version either uses a lot more memory using the same low settings/most things turned off, or has a memory leak somewhere.

I understand it isn’t Steam Deck Verified, but I only bought the game a few weeks ago, and it was running great. So when the update came out and killed everything it was a little frustrating.
Yakumo Feb 27 @ 5:43am 
Please resolve the missing Fried Egg issue so many players have unable to return to the hotel.
Unbelievable, even after Update 3 you can't pick up the "Fried Egg" note, so you can't finish the game 100%.
The game is crashing again for me, even at 1280x800 and 25w TDP.

The game was working fine. Replayed the game from scratch up until buying the camera in the Vatican. Was working perfectly well. Closed down the game. Came back to it a while later and now the game won’t start again. Same “Memory Stortage Avoid. Steam has been terminate by the Linux kernel” error.

Very frustrating
Havoc Feb 28 @ 1:08am 
Hoping next update might fix DLSS-RR, atm it causes noisy/TV-static lighting during any cutscenes that have DOF.

There's a fix on PCGW by changing the r_dofAfterTAAMode cvar from disabled to "automatic", but some reason that cvar was restricted, so it also needs a 3rd party dll to unlock that first: https://www.pcgamingwiki.com/wiki/Indiana_Jones_and_the_Great_Circle#Noisy_lighting_with_DLSS-RR_.26_Path-Tracing
Last edited by Havoc; Feb 28 @ 1:09am
It didn't fix anything, game keeps shutting itself down.
dgrdsv Mar 2 @ 7:51am 
Originally posted by Havoc:
Hoping next update might fix DLSS-RR, atm it causes noisy/TV-static lighting during any cutscenes that have DOF.
I've beaten the whole game with RR on Performance mode on a 4K TV and never saw any "noisy/TV static lighting" during any cutscenes. Have you tried disabling post stuff like film grain / chromatic aberrations / etc?
Havoc Mar 2 @ 9:05am 
Originally posted by dgrdsv:
Originally posted by Havoc:
Hoping next update might fix DLSS-RR, atm it causes noisy/TV-static lighting during any cutscenes that have DOF.
I've beaten the whole game with RR on Performance mode on a 4K TV and never saw any "noisy/TV static lighting" during any cutscenes. Have you tried disabling post stuff like film grain / chromatic aberrations / etc?
Did you have DOF enabled with all path-tracing options?
This is what it looks like for me, whenever dof is applied it stops denoising lighting at all, you can see it as the journal gets pulled down:
https://files.catbox.moe/weha7o.mp4

In cutscenes its even worse since those use DOF all the time, disabling dof can fix it, but with that cvar it works fine, not sure why it wasn't set by default.
Last edited by Havoc; Mar 2 @ 4:50pm
dgrdsv Mar 2 @ 7:16pm 
Originally posted by Havoc:
Did you have DOF enabled with all path-tracing options?
Yes.

Originally posted by Havoc:
This is what it looks like for me, whenever dof is applied it stops denoising lighting at all, you can see it as the journal gets pulled down:
https://files.catbox.moe/weha7o.mp4
This is not a cutscene though. And yes in this case there is some minor shimmering sometimes - nothing as excessive as you show in this video though.

Originally posted by Havoc:
In cutscenes its even worse since those use DOF all the time, disabling dof can fix it, but with that cvar it works fine, not sure why it wasn't set by default.
No such issues in cutscenes at all. Haven't done anything with the cvars.
Havoc Mar 3 @ 7:54am 
https://files.catbox.moe/qn3vot.mp4 is how cutscenes are with it, a little distracting.. seen a couple other posts about it too, wonder why it didn't happen for you.

Hopefully they can get it fixed in next update, like I said using that r_dofAfterTAAMode cvar solves it for me, but maybe they can find some better way.
Last edited by Havoc; Mar 3 @ 8:24am
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