Indiana Jones and the Great Circle

Indiana Jones and the Great Circle

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ISAM Dec 8, 2024 @ 10:56am
Path tracing performace
i have 4090 rtx and 14700k
what FPS you are getting with new Patch?
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Showing 76-90 of 109 comments
Tr0w Dec 9, 2024 @ 10:01am 
Originally posted by Chi:
3080 12gb, ryzen 9 4950 32gb ram, full ray tracing with texture pool at very ultra atm, 60fps+
BS, the game is a slide show if you use anything above medium texture pool on a 12Gb card and then crashes due to lack of VRAM.
Last edited by Tr0w; Dec 9, 2024 @ 10:02am
sooem Dec 9, 2024 @ 10:20am 
Originally posted by _xXTJFrI$ßƎƎXx_:
Idk if its just me but turning on ray tracing completely broke the lighting, there are jarring black outlines surrounding the edge of texture and texture colors are not what they are supposed to be. Indi's hair turns blonde and everything else looks washed out, wait for patches if that's also the case for you

This is exactly what is happening to me on a 4070 super. Without path tracing the game looks much better on my setup and it runs amazing. Path tracing maybe somewhere in the future.
javixmx Dec 9, 2024 @ 1:27pm 
Originally posted by Iugracten:
Path Tracing is quite demanding in this game lmao virtually unplayable with an RTX 4070, even at 1080p. There's not enough VRAM to handle it unless you lower some graphics settings, which isn't worth it.

What are the settings you are using?? I’m also playing on a 4070 and struggling to find that sweet spot.
Keelan Dec 9, 2024 @ 1:32pm 
Originally posted by Tr0w:
Originally posted by Chi:
3080 12gb, ryzen 9 4950 32gb ram, full ray tracing with texture pool at very ultra atm, 60fps+
BS, the game is a slide show if you use anything above medium texture pool on a 12Gb card and then crashes due to lack of VRAM.
wouldnt that depend on resolution? I'm using high on 1440p with a 3080 10gb and had zero issues. game runs at my fps cap of 105.
draifet Dec 9, 2024 @ 1:49pm 
4080 Super, Supreme preset with Path Tracing all enabled, DLSS on auto -> 15 FPS with Frame Generation enabled, 60 FPS+ with Frame Generation disabled.
Last edited by draifet; Dec 9, 2024 @ 1:50pm
Marsson Dec 9, 2024 @ 2:17pm 
Originally posted by draifet:
4080 Super, Supreme preset with Path Tracing all enabled, DLSS on auto -> 15 FPS with Frame Generation enabled, 60 FPS+ with Frame Generation disabled.

Yeah I noticed this as well. The performance sometimes tanks with framegen on.
Tr0w Dec 9, 2024 @ 2:23pm 
Originally posted by Keelan:
Originally posted by Tr0w:
BS, the game is a slide show if you use anything above medium texture pool on a 12Gb card and then crashes due to lack of VRAM.
wouldnt that depend on resolution? I'm using high on 1440p with a 3080 10gb and had zero issues. game runs at my fps cap of 105.
Sorry but no, that GPU is not running path tracing at 1440p 105 fps at any texture pool setting
Last edited by Tr0w; Dec 9, 2024 @ 2:23pm
ISAM Dec 9, 2024 @ 3:31pm 
TURN OFF your HDR GUYS
P0RTAL Dec 9, 2024 @ 3:43pm 
Originally posted by Dfunk1210:
Is there Raytracing without Pathtracing? or is Full raytracing the only option?


RTGI mandatory

RT for indirect lighting + sunrays+ reflexions is optional ( and selectable individually) with all 4 you get full RTX or path
N0TH4R Dec 9, 2024 @ 4:31pm 
Originally posted by Tr0w:
Originally posted by Chi:
3080 12gb, ryzen 9 4950 32gb ram, full ray tracing with texture pool at very ultra atm, 60fps+
BS, the game is a slide show if you use anything above medium texture pool on a 12Gb card and then crashes due to lack of VRAM.

Nope, not BS. I'm on a 3080 12gb, Ryzen 7 5800x and 32gb and my settings are as follows:
-Texture Pool Size: Very Ultra

-Everything else maxxed out (No Path Tracing untill they actually fix the implementation of GI and Shadow culling and ray propagation, i will get a bit more technical if needed since they rushed this)

-1440p with DLSS to Quality
-Vsync off ( personal prefference )
-110-130 fps with very good frame times.

Now for a mini tech analysis on the Path Tracer:
For the people that wonder why Path Tracing is so demanding right now:
The game traces "too many" rays, basically they tried going with Alan Wake II's implementation but it was rushed, there is no ray culling to facilitate areas decently.
Yes it's supposed to be demanding, but not this demanding. The game open level's, especially Vatican and Jungles need geometry and ray propagation math reworks for Path Tracing to make sense (Performance wise).

-Shadows are the best implementation atm and actually make a difference (more settings are needed like - contact shadows, sun shadows, dynamic shadows, indirect shadows - separately)

-Reflections are a mixed bag. They only benefit glass surfaces and nothing else basically. The "non RT reflections" look way better than the Path Traced ones (including the screen space). From puddles to shiny materials, all of them look worse with the Path Tracer at the moment. (not worth it)

-Global Illumination/Indirect lighting is working but barely. The visual impact is either making indoor scenes unrealistically dark or almost not having an impact at all. The ray propagation is better on the non Path Traced GI because it has a limit of 2 bounces, thus keeping enough light in the scene to have an atmosphere/visible details. (not worth it atm, or bugged)

Also don't use HDR yet with PT or Frame Gen, the engine doesn't have these things implemented correctly yet.

TLDR: If you really want any Path Traced options to make an impact, just use the RT Shadow option. It's basically the only one barely worth the 50% performance impact.
Last edited by N0TH4R; Dec 9, 2024 @ 4:35pm
Tr0w Dec 9, 2024 @ 4:39pm 
Originally posted by N0TH4R:
Originally posted by Tr0w:
BS, the game is a slide show if you use anything above medium texture pool on a 12Gb card and then crashes due to lack of VRAM.

Nope, not BS. I'm on a 3080 12gb, Ryzen 7 5800x and 32gb and my settings are as follows:
-Texture Pool Size: Very Ultra

-Everything else maxxed out (No Path Tracing untill they actually fix the implementation of GI and Shadow culling and ray propagation, i will get a bit more technical if needed since they rushed this)

-1440p with DLSS to Quality
-Vsync off ( personal prefference )
-110-130 fps with very good frame times.

Now for a mini tech analysis on the Path Tracer:
For the people that wonder why Path Tracing is so demanding right now:
The game traces "too many" rays, basically they tried going with Alan Wake II's implementation but it was rushed, there is no ray culling to facilitate areas decently.
Yes it's supposed to be demanding, but not this demanding. The game open level's, especially Vatican and Jungles need geometry and ray propagation math reworks for Path Tracing to make sense (Performance wise).

-Shadows are the best implementation atm and actually make a difference (more settings are needed like - contact shadows, sun shadows, dynamic shadows, indirect shadows - separately)

-Reflections are a mixed bag. They only benefit glass surfaces and nothing else basically. The "non RT reflections" look way better than the Path Traced ones (including the screen space). From puddles to shiny materials, all of them look worse with the Path Tracer at the moment. (not worth it)

-Global Illumination/Indirect lighting is working but barely. The visual impact is either making indoor scenes unrealistically dark or almost not having an impact at all. The ray propagation is better on the non Path Traced GI because it has a limit of 2 bounces, thus keeping enough light in the scene to have an atmosphere/visible details. (not worth it atm, or bugged)

Also don't use HDR yet with PT or Frame Gen, the engine doesn't have these things implemented correctly yet.

TLDR: If you really want any Path Traced options to make an impact, just use the RT Shadow option. It's basically the only one barely worth the 50% performance impact.
It is BS, i'm using a 5800X3D + 4070 Ti and my setup can't do what he claimed. There is no way in hell he was getting over 60 fps with full RT (path tracing) enabled with texture pool set to very ultra.
Last edited by Tr0w; Dec 9, 2024 @ 4:41pm
N0TH4R Dec 9, 2024 @ 4:44pm 
Originally posted by Tr0w:
Originally posted by N0TH4R:

Nope, not BS. I'm on a 3080 12gb, Ryzen 7 5800x and 32gb and my settings are as follows:
-Texture Pool Size: Very Ultra

-Everything else maxxed out (No Path Tracing untill they actually fix the implementation of GI and Shadow culling and ray propagation, i will get a bit more technical if needed since they rushed this)

-1440p with DLSS to Quality
-Vsync off ( personal prefference )
-110-130 fps with very good frame times.

Now for a mini tech analysis on the Path Tracer:
For the people that wonder why Path Tracing is so demanding right now:
The game traces "too many" rays, basically they tried going with Alan Wake II's implementation but it was rushed, there is no ray culling to facilitate areas decently.
Yes it's supposed to be demanding, but not this demanding. The game open level's, especially Vatican and Jungles need geometry and ray propagation math reworks for Path Tracing to make sense (Performance wise).

-Shadows are the best implementation atm and actually make a difference (more settings are needed like - contact shadows, sun shadows, dynamic shadows, indirect shadows - separately)

-Reflections are a mixed bag. They only benefit glass surfaces and nothing else basically. The "non RT reflections" look way better than the Path Traced ones (including the screen space). From puddles to shiny materials, all of them look worse with the Path Tracer at the moment. (not worth it)

-Global Illumination/Indirect lighting is working but barely. The visual impact is either making indoor scenes unrealistically dark or almost not having an impact at all. The ray propagation is better on the non Path Traced GI because it has a limit of 2 bounces, thus keeping enough light in the scene to have an atmosphere/visible details. (not worth it atm, or bugged)

Also don't use HDR yet with PT or Frame Gen, the engine doesn't have these things implemented correctly yet.

TLDR: If you really want any Path Traced options to make an impact, just use the RT Shadow option. It's basically the only one barely worth the 50% performance impact.
It is BS, i'm using a 5800X3D + 4070 Ti and my setup can't do what he claimed. There is no way in hell he was getting over 60 fps with full RT (path tracing) enabled with texture pool set to very ultra.

I think he doesn't understand the Full RT setting. What he said is only achievable with Path Tracing off or playing at 360p. But yeah, the game is pretty nicely optimised without Full RT. And hopefully they will fix the VRAM usage because no way in hell these textures are this demanding.
darcy Dec 9, 2024 @ 4:50pm 
I have a 4070 and I'm running full pt with the other graphic settings on high, dlss on quality. I'm getting 60fps in 1440p. Frame gen is broken in hdr, so I'm not using it.
Grim Dec 9, 2024 @ 5:00pm 
Would my system play this on steam? I downloaded it from game pass but I get the ray tracing error
Processor Intel(R) Core(TM) i9-10920X CPU @ 3.50GHz 3.50 GHz
Installed RAM 128 GB (128 GB usable)
Device ID D83C6552-4606-4478-8F54-EF5D843DF16C
Product ID 00325-81696-50562-AAOEM
System type 64-bit operating system, x64-based processor
Pen and touch No pen or touch input is available for this display
Tr0w Dec 9, 2024 @ 5:08pm 
Originally posted by darcy:
I have a 4070 and I'm running full pt with the other graphic settings on high, dlss on quality. I'm getting 60fps in 1440p. Frame gen is broken in hdr, so I'm not using it.
I have a Cassio Calculator and i'm getting 60 fps with everything on high with full RT is about as believable
Last edited by Tr0w; Dec 10, 2024 @ 4:30am
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Date Posted: Dec 8, 2024 @ 10:56am
Posts: 109