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Digital Foundry: Indiana Jones And The Great Circle - Digital Foundry Tech Review - Xbox Series X|S - HDR Video!

Gaiff

SBI’s Resident Gaslighter


I think it's the first time I'm posting a video this early. Just got out of bed.

- 'Triumphant return for Machine Games'
- Latest fork of ID Tech 7 called 'Motor'
- RTGI targeting 60fps on consoles

- All cut-scenes are rendered in real time
- Largely excellent character models, captures look of the actors wonderfully but has a bit of uncanny valley for the opening recreation of Raiders.

- Some drops on camera cuts and some animations run at 30fps when the world around is 60fps
- Water tech praised, uses geometric mesh like last few Wolf games but in better quality

- Game offers 2 aspect ratio options.
- However there are no Performance or Quality options, only a single 60fps mode
- Traditional 16 : 9 and Ultra Wide. Ultra Wide is John's preferred method
- Options to toggle motion blur, chromatic aberration, grain. sharpness etc

-Troy Baker's Indy voice likeness praised in direct comparison to original movie
- General digital acting praised across the board

- Hair rendering also praised in a 'realistic, clean, manner'
- Does not use strand hair, uses traditional cards but can often be mistaken for strands

- RTGI is used very effectively with no light bleeding and noise.
- Compared to Epic's Lumen, it's very clean without needing ray reconstruction
- RT is only for GI, reflections are SSR only.

- Series X uses dynamic scaling to 1800p with 'very clean' image quality
- Series S uses RTGI as well with dynamic resolution to 1080p scaling
- Both consoles use Variable Rate Shading which looks fine on SX but Series S's lower resolution makes it stand out
- Series S has a smaller install size, it omits the 45~GB texture pack found on SX
- RT is present but reduced in quality along with shadow quality and cascades
- Texture quality is also often muddy in comparison
- Series X has low shadow cascades as well but Series S stands out more

- Vast maps compared to large Hitman zones, not an open world game.
- Game play is locked 60FPS in DF's testing with RTGI
- Cut-scenes dropping single frames on camera cuts aside, the performance is 'perfect'.
- Zero loading during game, everything is seamless from start to end

- Pacing praised, Riddick comparisons made
- Environmental enemy and combat animations also praised
- Stealth AI is 'good' but very video-gamey, with large grey zones in their vision
- Multiple options on how to tackle areas

- Some minor visual glitches and animations like enemies hanging off edges noted

- DF praise audio quality, reverb and SFX.


Wrap-Up
- 'Manages to perfectly capture the essence of Indiana Jones'
- 'One of the best licensed games I've played' - John
- The Great Circle outdoes every Indy game (since Fate of Atlantis)
- PC video coming soon, some differences already noted like SX RTGI being lower than lowest on PC
 
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Mr Moose

Member
There's some Star Wars Outlaws cinematic attacks in there, but overall looks pretty good.

Audio positioning is good.
 
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Skifi28

Member
They should be giving hints to other devs how to do this, other games would have to reconstruct from 720p with FSR in order to include RTGI.
 
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Killjoy-NL

Gold Member
God damn this looks fucking great!

And the sound. Troy Baker absolutely smashed it out the park!

RTGI at 60fps on console....no where near the quality Sony users are used to with titles like spider man 2 eh Killjoy-NL Killjoy-NL ?
If you read what I said, you would've noticed that I said that it's a mediocre game with good lighting.

I've always acknowledged it's lighting.
 
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Markio128

Gold Member
Looks decent, and bodes well for the PS5 version next year.

Oh great, Dench has brought the war to another thread.

Bored Come On GIF
 

Darsxx82

Member
1800p, RTGI, perfect 60fps gameplay..... MachineGames made and excelent work.

My surprise is that there is no 30fps mode with graphics values closer to higher ones on PC. For example, RTGI. It's strange because in some interviews they talked in various ways, in the end there is only one.The results in Indiana Jones bode well for the upcoming DOOM. PS. Facial animations are so great.
 
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Bojji

Member
Quite impressive work from MG on consoles. Metro showed in 2020 that RTGI and 60fps can be done, we had to wait long time to see this again.

What I don't like, ugly CA (hope it can be turned off on PC) and dogshit VRS - it strikes again! Worst tech ever (it's there with CA and piss filter).
 
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Bojji

Member
Always was. But a ton of people fell for their marketing, both developers and gamers alike. It's such a shame that CDPR have thrown away the redengine after getting things to such an advanced stage.

Really looking forward to seeing what difference path tracing will make here.

CDPR will spend like half of development fixing shit performance of this engine...

What a fucked up decision, they had one of the best open world engines on the planet (no stutters, ultra fast loadings, full path tracing integration).
 
wow MS did not use DX12 in this game is sign that they are ready to accept other methods for windows API as this game uses Vulkan and it does not require any kind of Shader compilation and zero stutter. DX12 really needs to be updated and see what magic does it have.
 
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GHG

Member
CDPR will spend like half of development fixing shit performance of this engine...

What a fucked up decision, they had one of the best open world engines on the planet (no stutters, ultra fast loadings, full path tracing integration).

And also from a community aspect, it was highly moddable.

Epic Games' business development team have cleaned up this generation, and it's such a shame.

What's crazy to me is that Microsoft now have iD tech but they are deciding to go the UE5 route for the next Halo, it makes no sense.
 
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DanielG165

Member
Zero sense.

Some egos are at play on that one…

IDTech may not have given Halo studios the feel or atmosphere that they wanted/needed for the franchise. Who knows. Why doesn’t Insomniac use the Decima engine for Spider-Man, as an example?

We’ll just have to see how it ultimately turns out. Plus, MS have The Coalition, the masters of UE. Hopefully the next Halo will be fine.
 

FireFly

Member
CDPR will spend like half of development fixing shit performance of this engine...

What a fucked up decision, they had one of the best open world engines on the planet (no stutters, ultra fast loadings, full path tracing integration).
UE5.5 should already have substantially better RT performance and megalights should help a lot with the direct lighting. The potential of UE5 is Nanite + hardware RT GI and reflections, on consoles.
 

twilo99

Member
IDTech may not have given Halo studios the feel or atmosphere that they wanted/needed for the franchise. Who knows. Why doesn’t Insomniac use the Decima engine for Spider-Man, as an example?

We’ll just have to see how it ultimately turns out. Plus, MS have The Coalition, the masters of UE. Hopefully the next Halo will be fine.

Maybe that’s the case, but having access to a top tier engine developed specifically for first person shooters, and not using it because of a specific art direction is not really wise, especially considering that their consoles are both equipped with a CPU that can’t handle UE5 properly, and id tech seems to be working well for it.

We are talking about a fast paced shooter here so 120fps is essential
 
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DanielG165

Member
but having access to a top tier engine developed specifically for first person shooters, and not using it because of a specific art direction is not really wise
Well remember as well, physics are a wholly important thing in Halo, so maybe UE5 was better suited to handle such than IDtech? I have no idea, but we’ll see if the choice Halo studios went with was the right one, or if it ultimately will be a mistake.
 
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