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Indiana Jones videogame teased by Bethesda

I thought that Metro Exodus: Enhanced Version was the first to require HW level RT?
 
Major? Maybe. Portal RTX required hardware Ray Tracing. Certainly not the first title to require it.
Mod for a game developed by a third-party (NVIDIA) released after the fact. i.e. not required.
I thought that Metro Exodus: Enhanced Version was the first to require HW level RT?
New version of the game released after the base game, given for free with the base game, does not supersede the base game. i.e. not required.
 
Mod for a game developed by a third-party (NVIDIA) released after the fact. i.e. not required.
To be fair to the Portal RTX developers, it's a standalone game with its own Steam achievements and they did change some things around that the base game didn't have. I wouldn't call it a mod so much as a total conversion. Maybe even a remaster? Semantics...

Here's an asset not found in the original I thought was funny:

https://steamcommunity.com/sharedfiles/filedetails/?id=3317148133
 
That wouldn't be a problem if it wasn't the current year. Remember Max Payne 2?
Barely.

To be fair, this sort of thing can be handled well. In Mass Effect Andromeda, you play as the opposite sibling that was in a coma most of the game for one mission to rescue which ever primary protagonist you chose. It's actually a really good mission.
 
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There are many people that do not want the FPS hit from RT, which you have to look close at to even see a difference. I'm one of them.
You would likely see major differences with this game, though.

Current games have pretty good fallback (raster) methods for rt-driven effects. The rt capable video card requirement implies that this game doesn't for some major ones.
 

View: https://www.youtube.com/watch?v=KFaU4Q5WHi4

Collectors Edition for those Youtube streamers that live at home or made a living off Youtube.

1733413898024.png
 
I'm glad when ray tracing or other neat and demanding effects are implemented considering future GPUs, on which the effects can be run more comfortably in full glory, but it's certainly risky to release a game for a minority audience regarding this title's theme and the announced performance requirements. Those whom Indy appeals are perhaps not a small group and neither are necessarily those with a ray tracing capable GPU, but combine this two groups together and I wonder how this game will sell? I don't know how often the average gamer checks the requirements, but I'd imagine many do if the game looks somewhat impressive - the moneyback policies lessen the need to ponder this aspect though. The gameplay itself is the usual thing of today, including the style of storytelling, so the audience for that is likely huge.
I don't see the problem in having to use technologies like DLSS and frame generation, in practical terms I mean, but they certainly need to be finely implemented in such a case, while I realize that we might not have any perfect example where these technologies do not present any discernible minuses (perhaps when only slightly upscaled?). I have not yet seen a mention though of having FSR scaling and frame generation, which are of course not extremely important given the number of Radeon users reported by Steam's statistics, while minding the hefty hardware demands, but if your game is truly heavy to run I'd guess you would like to appeal to customers who have something like an RX 7900 series card, because those are the people who would consider trying out such a demanding game in the first place.
Requirements are only requirements of course, we really don't know how the game will actually run, while yet it has to run on the current gen consoles, so perhaps it's heavily scaled up on them, either using TSR or FSR or something developed in-house, but considering how ray tracing actually makes implementing some graphical effects easier for devs, simultaenously the studio seemingly leaning on the aid of upscaling, I think the devs took the straightest path forward in the development - just my guess. Any in-house upscaling tech seems unlikely because of this. And even if ray tracing is cool and may help some devs develop their title, the technology by itself does not make graphics better, you have to implement it in such a way that it does. It's welcome, but even today it's still early for it, if the forthcoming RTX 5000 series cannot offer a major surprise for use, which I doubt in the case of ray tracing, even if the ray tracing race has been launched and everybody competes in it.

We need to see some sort of a dungeon crawler or similar where we cannot see well forward due to darkness: in a game like this enabling advanced ray tracing effects would be feasible while also actually improving the experience by accurate shadow casting and what else, in the best case improving the gameplay if some sort of interaction is required regarding the effects like shadows, sounds, etc. (audio effects can utilize rays too). I think at this point ray tracing's beneficial purpose is only in some cinematic titles and in limited scope of utilization, like I just described. Having an open world setting or anything of resemblance simply does not get noticably better with feasible ray tracing, and the improvement is only visual after all.
This said, if this Indy game pulls something neat out in some interior scenarios with ray tracing, gameplay related I emphasize, I'll be happily surprised (though not a paying customer :S).

EDIT. Regarding TSR, I thought the game uses Unreal Engine, but it's iD Tech instead, my bad.
 
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When will be reviews in this game, Rtx 4090 vs Rtx 5090 in this game. Thx
 
@
I'm glad when ray tracing or other neat and demanding effects are implemented considering future GPUs, on which the effects can be run more comfortably in full glory, but it's certainly risky to release a game for a minority audience regarding this title's theme and the announced performance requirements. Those whom Indy appeals are perhaps not a small group and neither are necessarily those with a ray tracing capable GPU, but combine this two groups together and I wonder how this game will sell? I don't know how often the average gamer checks the requirements, but I'd imagine many do if the game looks somewhat impressive - the moneyback policies lessen the need to ponder this aspect though. The gameplay itself is the usual thing of today, including the style of storytelling, so the audience for that is likely huge.
Isn't the Beloved Ampere 3060 the top card on steam? With the not so beloved 4060 making it's way up the steam survey chart? Not to mention, 3070/60 ti and the lowly 2060. Just to name a few. So i think they'll be fine. The 1060 and the rest of Pascal owners, Will just have to play on Xbox, Cloud or make a flying trip down to the mall and tell Santa they need a new gpu.
 
@

Isn't the Beloved Ampere 3060 the top card on steam? With the not so beloved 4060 making it's way up the steam survey chart? Not to mention, 3070/60 ti and the lowly 2060. Just to name a few. So i think they'll be fine. The 1060 and the rest of Pascal owners, Will just have to play on Xbox, Cloud or make a flying trip down to the mall and tell Santa they need a new gpu.
When you consider all PS5-xbox X consoles owner as well, not sure if it is really a minority.

On steam hardware survey are we getting close to 50% gpu that are 2060 or above, stopping at the 4070ti on that list I count 40%, if it is ~45% of all team account it could very well be over 80% of the audience that buy new AAA game at full price.
 
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So the person that wrote the requirements was clueless just like I said. Nvidia's own benchmark show the game getting over 200 FPS at 4k with with DLSS on performance and using frame gen. That's a far cry from the 60 FPS target on those same settings that was in the notes for the requirements.
 
So the person that wrote the requirements was clueless just like I said. Nvidia's own benchmark show the game getting over 200 FPS at 4k with with DLSS on performance and using frame gen. That's a far cry from the 60 FPS target on those same settings that was in the notes for the requirements.
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you werent the only one...
 
So the person that wrote the requirements was clueless just like I said. Nvidia's own benchmark show the game getting over 200 FPS at 4k with with DLSS on performance and using frame gen. That's a far cry from the 60 FPS target that was in the notes for the requirements.
NVIDIA's chart says "Supreme" preset while the requirements say "Ultra." We don't know what the presets are yet, so who knows if this is just a typo or something.

I'm a sucker who bought the Premium Edition upgrade to play it on Game Pass early, so I'll see what the deal is tonight.
 
NVIDIA's chart says "Supreme" preset while the requirements say "Ultra." We don't know what the presets are yet, so who knows if this is just a typo or something.

I'm a sucker who bought the Premium Edition upgrade to play it on Game Pass early, so I'll see what the deal is tonight.
I guess it's no surprise that we can never get clear answers and transparency on anything anymore. And just like with any other game it's probably going to be months and months of patches before the game runs like it's supposed to.
 
It is of course possible that you get a decent experience on an RTX 3060/4060 at 1440p, at least with the help of upscaling. Perhaps the chart should have mentioned what is needed for the 'medium preset', if such exists, which today tends be the tier beyond of what visual gains are not greatly impactful, but of course it is yet to be seen what they have done with ray tracing. For situations like this a demo would be most welcome to test performance before buying.

EDIT. grammar
 
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So the person that wrote the requirements was clueless just like I said. Nvidia's own benchmark show the game getting over 200 FPS at 4k with with DLSS on performance and using frame gen. That's a far cry from the 60 FPS target on those same settings that was in the notes for the requirements.
Except if Nvidia is not show the "full raytracing" and only the regular RT, a 4080 for native 4k ultra like the person saying the requirement is not that out of line with nvidia number.

They say: On December 9th, Full Ray Tracing will further upgrade Indiana Jones and the Great Circle on PC (nvidia owner that bought a gpu can have the game the 6th), maybe the benchmark with RT-on they show are all regular RT, not the "pathtraced version"
 
Looks like it's starting to get reviews

And they're good

They might have pulled it off
 
This is a completely narrative driven game, which is excellent as it's an Indiana Jones movie in game form :cool:

Alright so here are my thoughts on a technical level as immediately a few issues stood out and I'm sure Digital Foundry's Alex will note the same findings when their video drops.

1: The game looks stunning in the jungle, think lush vegetation like in AVATAR Pandora, the god rays are stunning to look at as is the volumetrics on display. however, at some points there is pop=in and towards the end before the cave, if you go back out, the entire global illumination system bugs out as there is a long delay before it realises "oh hey I should be on as he's come back out!" - I show this in my video below (chapter time coded)

2: Frame Gen has a slight flickering issue at any rendering mode. Turn FG off and it goes away. Also demonstrated in the video.

3: With Frame Gen off the frametime graph is not stable and you can see visible juddering slightly when panning the camera around.

4: Enabling Frame gen completely solves the frametime issue and there isn't a noticeable amount of input latency observed even though there is no setting for Reflex to be checked.

5: Movement and control mechanics feel excellent and the general settings available are vast. I found it funny that there is an Ultra preset, then Very Ultra, then Supreme :cry:

6: Just like in Doom Eternal, you can turn on the performance overlay which is cool.

7: Zero stuttering anywhere, to be expected since it's iD Tech 7.

With a 4090 and 12700KF the game runs at ~100fps in the jungle with just DLAA, enabling DLSS Quality bumps this up to 120fps or more, enable Frame Gen and it's even higher still. Indoors the FPS is even higher obviously. Quite why Bethesda recommend an "i7" 13900k for 4K max RT is mind boggling as it's not needed at all.

At present, until the official launch and Path tracing update on the same day, Frame Gen is what I recommend everyone use as it fixes the frametime issue.

Vid on the above:


Hopefully YouTube doesn't cheese the quality like it usually does, this was encoded in AV1 and edited in AV1 since Davinci now supports it for the free version.

Given how well it runs, I fully expect that 100fps is possible easily leveraging DLSS and Frame Gen like on current handful of path traced games, at least with a 4090 anyway.
 
No path tracing until the 9th, for some reason. The shadow LOD is really bad. You can see it pop in to high quality with it set to Ultra around 20 feet ahead of you. The start of the game where you're reenacting the beginning of Raiders with the numerous shadows being cast through the canopy was really ugly. Other than that, the game looks gorgeous and plays as smoothly as you would expect a modern id Tech game to play. The graphics presets for the record include both Ultra and Supreme. Supreme basically just increases the texture pool, from the looks of it.

I played the game for 2 hours and I'm really liking it so far. I was kind of annoyed at the start, as it seemed to be playing like an interactive movie with QTEs. Once you get into the actual first mission it gets better. There are multiple ways to approach situations, and the AI reacts very well on the Hard skill setting. Once you get the hang of the melee it feels really natural. Typical of a MachineGames game, be sure to look through every passage for collectibles to unlock skills and buffs.

If anybody wants to know what I did with the HDR settings for my C3: Peak brightness down from 1000 to 800, and brightness down from 10 to 6.
 
Is this locked to 60 on PC? I see there's a limiter but it always reports 60fps even though I'm set to 120hz in nvidia control panel. Weird.
 
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