Indiana Jones Consoles (PS5 Pro) vs PC comparison

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PT is incredibly demanding so no wonder it's not on consoles.
 
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PT is incredibly demanding so no wonder it's not on consoles.
Even much more so if it is a game that aiming for 60 fps as priority...

That said, I think it's a great and balanced choice on consoles to prioritize those 60fps with that visual level. This doesn't detract from the fact that a 30-40fps option with higher RT values wouldn't hurt anyone.
 
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PT is incredibly demanding so no wonder it's not on consoles.
Garbage developers. You shouldnt need path tracing or even RT to have those kind of shaders for wooden walls, and mettalic objects. Not to mention reflections which can be easily screenspaced in a linear game like this.

Just terrible optimization but as long as it runs at 60 fps and high resolutions on consoles, no one bats an eye.
 
Since it's pretty obvious PT is superior, although most the PC market can't even achieve it due to how demanding it is, some of the draw distance and foliage rendering is also a noticeable difference

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The more distant trees looks about the same of Series X and PS5, arguably better on PS5 Pro, but noticeably better on PC.
 
Garbage developers. You shouldnt need path tracing or even RT to have those kind of shaders for wooden walls, and mettalic objects. Not to mention reflections which can be easily screenspaced in a linear game like this.

Just terrible optimization but as long as it runs at 60 fps and high resolutions on consoles, no one bats an eye.

I said this in the other thread, why game don't have normal RT reflections, shadows etc.? Cuberpunk has PT but it also has most RT effects available in "normal" RT mode.

Indiana Jones has terrible shadows and cube maps/ssr reflections. This shit could have been fixed without "nuclear option" (PT).
 
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Garbage developers. You shouldnt need path tracing or even RT to have those kind of shaders for wooden walls, and mettalic objects. Not to mention reflections which can be easily screenspaced in a linear game like this.

Just terrible optimization but as long as it runs at 60 fps and high resolutions on consoles, no one bats an eye.
The game runs at 4K60 with RTGI on consoles. That's pretty solid for a mid-tier budget.
 
Since it's pretty obvious PT is superior, although most the PC market can't even achieve it due to how demanding it is, some of the draw distance and foliage rendering is also a noticeable difference

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The more distant trees looks about the same of Series X and PS5, arguably better on PS5 Pro, but noticeably better on PC.

I would hope so....

PC: RTX 5090 | i9 12900K | 64GB DDR5 | SSD M.2
 
lazy ass effort, native4k is tell-tale sign of it. no-one plays native4k even on high-end pc. colossal waste of resources, that could have gone to fidelity.
well, they probably know it'll bomb anyways.
 
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I said this in the other thread, why game don't have normal RT reflections, shadows etc.? Cuberpunk has PT but it also has most RT effects available in "normal" RT mode.

Indiana Jones has terrible shadows and cube maps/ssr reflections. This shit could have been fixed without "nuclear option" (PT).
they probably ran out of vram for rt reflections and shadows because the gpu budget is there even on base consoles. its not a big hit but the game is insanely vram heavy forcing me to go with medium texture streaming on a 10 gb card without path tracing. so much pop-in just walking around linear levels it was shocking. ive seen open world games with better LOD management when galloping around on horses.

i dont even want rt reflections or shadows. just proper textures. wood that looks like wood. marble that looks like marble. metal that looks like metal. i have no idea what happened with this game. you shouldnt need path tracing or rt for decent textures and assets in linear games like this.
 
Cool, what about without Pathtracing
looks the same. the game is ugly as sin on PC maxed out with path tracing disabled.

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Bojji Bojji look at the LODs on the pyramid in the distance here. i rag on HFW, Uncharted and GOW for having terrible draw distance but this is something else lol

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Cool, what about without Pathtracing

It looks very close to console versions.

they probably ran out of vram for rt reflections and shadows because the gpu budget is there even on base consoles. its not a big hit but the game is insanely vram heavy forcing me to go with medium texture streaming on a 10 gb card without path tracing. so much pop-in just walking around linear levels it was shocking. ive seen open world games with better LOD management when galloping around on horses.

i dont even want rt reflections or shadows. just proper textures. wood that looks like wood. marble that looks like marble. metal that looks like metal. i have no idea what happened with this game. you shouldnt need path tracing or rt for decent textures and assets in linear games like this.

Yeah, I think they could have done better. I played 2/3 of the game with PT and even with that there were places where game looked not as good as expected

Even high res shadows maps would fix many issues (with increased LOD) and this doesn't require insane hardware.
 
looks the same. the game is ugly as sin on PC maxed out with path tracing disabled.

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Bojji Bojji look at the LODs on the pyramid in the distance here. i rag on HFW, Uncharted and GOW for having terrible draw distance but this is something else lol

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Yeah, it doesn't look good. But maybe it's DOF with some kind of haze effect?
 
not really fair to compare. The PC stomps PS5 pro version.

but then again. one 3x cheaper than the price of the GPU alone. let alone the whole PC.
 
What do you expect? PS5 PRO is only about 45% faster than the base PS5, 1800p is 5.7 million pixels, 4K is 8.29 million (roughly 45% more). And at these resolutions PSSR would be pointless, especially knowing that it has a significant performance cost.

That's the thing about making a PRO console with such a mediocre performance improvement and relying on AI.
 
not bad for a 700 dollar console compared to thousands dollar PC.
It is bad. They didn't do anything to improve the game for Pro despite Pro being 50% better GPU and 2-3x RT. None of that was put to use. The resolution isn't even increased much over base ps5, which has dynamic 2160 already. No use of PSSR to try to free up resources to raise settings in other areas either.
 
It is bad. They didn't do anything to improve the game for Pro despite Pro being 50% better GPU and 2-3x RT. None of that was put to use. The resolution isn't even increased much over base ps5, which has dynamic 2160 already. No use of PSSR to try to free up resources to raise settings in other areas either.
From 1800p to 2160p there is a 45% increase in resolution (and raw performance requirement). And PSSR is not free.
 
From 1800p to 2160p there is a 45% increase in resolution (and raw performance requirement). And PSSR is not free.
nobody needs native 4k. people sure are not running this at native4k on their pc. they use upscaling and use extra headroom to dial up settings.
they basically did the lamest update they could to get the pro enhanced badge. shitty devs.
ac shadows is how its done.
 
From 1800p to 2160p there is a 45% increase in resolution (and raw performance requirement). And PSSR is not free.
But doesn't the base PS5 bottom out at 1440p whereas the Pro is a locked 4K? If the frame rates remain the same, then we're talking about 2.25x more pixels or 77.78% more per axis in instances when the base PS5 drops to 1440p. That's an enormous difference.

Admittedly, I would have preferred for them to keep it at around ~1440p, add PSSR and increase the RT quality (mainly shadows), but the boost in IQ isn't insignificant.
 
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The game runs at 4K60 with RTGI on consoles. That's pretty solid for a mid-tier budget.
While also being a completely boneheaded design choice when PSSR is available.

Native 4K perceptively adds nothing over 1800p from an ordinary viewing distance while completely nuking the frametime budget.

They could have instead opted to increase lighting or reflection settings by adopting PSSR and lowering the resolution instead of the boring approach they took.
 
From 1800p to 2160p there is a 45% increase in resolution (and raw performance requirement). And PSSR is not free.
Even if you add an addition 0.6-1ms to account for the additional cost of PSSR, they would have much more headroom available by using it and lowering the base resolution to 1440p.

This feels like the definition of a quick cash grab.
 
Why shit on PS5 version? It looks fine. Can't expect consoles to do path tracing so El Anal istadebits could have made a better comparison by just going RT on PC.

Slim is having a meltdown again it seems. "Garbage developers", I've seen it all. RTGI all the way down to a series S, one of the best optimized path tracing on PC. :rolleyes:
 
They could have instead opted to increase lighting or reflection settings by adopting PSSR and lowering the resolution instead of the boring approach they took.
they cant. if they couldve, they wouldve done that even on base consoles. instead they targeted 1800p on the xsx. native 1800p.

their engine sucks ass. thats the reason for such shoddy textures and even worse lighting in many areas. i mean look at how the so called amazing ray traced global illumination fails to illuminate a fucking heater right next to the wall. its clear they are using a very low quality bvh. likely because their engine isnt allowing them to push the rtgi quality to where it should be. not on consoles. and not on pcs with less than 12 gb of vram. trust me, i played with max settings and it still looked like it was a cross gen game from 2014.

You need path tracing and 16 gb vram. 12 is minimum but you need to drop other game settings, and resolutions to 1440p with internal resolutions well below that even on a 5070 to get a somewhat decent 60 fps. cerny gave this console a tiny vram increase, but even if he had added 10gb, the ps5 pro couldnt have run path tracing at anything over 720p internal resolution at which point it would look nothing like the pc version we see here.
 
While also being a completely boneheaded design choice when PSSR is available.

Native 4K perceptively adds nothing over 1800p from an ordinary viewing distance while completely nuking the frametime budget.

They could have instead opted to increase lighting or reflection settings by adopting PSSR and lowering the resolution instead of the boring approach they took.
Agreed. The shadows still have that pixelated look. I would have preferred 1440p+PSSR+better shadows, but even maxed out shadows look bad. Only PT looks good and that's off the table.
 
Why shit on PS5 version? It looks fine. Can't expect consoles to do path tracing so El Anal istadebits could have made a better comparison by just going RT on PC.

Slim is having a meltdown again it seems. "Garbage developers", I've seen it all. RTGI all the way down to a series S, one of the best optimized path tracing on PC. :rolleyes:
RTGI in name only. it looks worse than many games with software lumen or baked lighting on the series s. you literally have screenshots posted that show how terrible it is at the actual illumination part of ray traced global illumination.

it was so well optimized with path tracing on pc that when it came out, only the 4080 and 4090 could play it. anyone with 10gb or less literally did not have that option available. yeah, amazing optimization.
 
RTGI in name only. it looks worse than many games with software lumen or baked lighting on the series s. you literally have screenshots posted that show how terrible it is at the actual illumination part of ray traced global illumination.

it was so well optimized with path tracing on pc that when it came out, only the 4080 and 4090 could play it. anyone with 10gb or less literally did not have that option available. yeah, amazing optimization.

Beg to differ (and it was improved since that video)



Holds up way way better than software Lumen which is plagued with light bleeding and a lot less noisy. In fact one of the least noisy RTGI implementation I've seen. What are you even smoking.

Software lumen in comparison









Played Indiana Jones with path tracing with 3080 Ti. 🤷‍♂️ While the VRAM limit sucks and is kind of arbitrary, ran a lot better than Cyberpunk 2077, Alan wake 2 or Wukong, way better.
 
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It sounds like some people are just salty that they bought a Pro thinking it was more than it was. Its still 4k 60. Its one of the best optimized engines out there. Game looks pretty good even on the S.
 
slap gtfo GIF


Its the team behind Riddick
this dog so cool lol

anyways this game is actually great in first person. I think it adds a unique feeling to the exploration. I'm just glad we didn't actually get another tomb raider / uncharted like game

maybe it also helped with the game having such a great performance? I mean first person games almost always run much faster than third person games. probably due to more areas being loaded around the character? I don't actually know
 
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It sounds like some people are just salty that they bought a Pro thinking it was more than it was. Its still 4k 60. Its one of the best optimized engines out there. Game looks pretty good even on the S.
Of course we're salty. The game is dynamic 2160p on base ps5 already ...they did nothing to enhance this on the Pro. We spent $800 in hopes of getting some meaningful graphical improvement. 45% gpu and 2-3x RT improvement is nothing to scoff at. We don't have a single graphical preset that's higher than base PS5's in this game on Pro other than slight resolution increase
 
You know what I just realized? This game was already 1800p on Sx and in the comparisons between base PS5 and PS5 Pro they have it listed as dynamic 2160p on BASE ....that leads me to believe this is a situation where it's already clocking resolutions comfortably above 1800p on base PS5 which means this game doesn't even deserve the "PS5 Pro Enhanced" label lol! There's hardly a difference between Indiana Jones ps5 pro compared to games like Cyberpunk that got an automatic resolution increase without the PS5 Pro tag

This is why I don't understand how some think this game is a win at all for the Pro. It's nothing but an absolute bare minimum effort and since the devs used some deceptive word play, "advanced ray tracing", in the Pro blurb on this one many people think they actually did something of value here ...

I went on ResetEra to see what people are saying and sure enough Indy had a dedicated Pro enhanced thread and everyone there is like "can't wait, this sounds like a great update for Pro" ..they haven't figured it out yet. This is the way developers mislead these days guys they just need to hint at something people expect (actual enhancement/improvement to SOME setting at least), and even if they did jack shit, they know people will happily swipe that credit card and "chaching", deposit our $75-$100 on PSN .... it's like taking candy from a baby it's too easy for them that "Pro Enhanced" label is enticing after we've bought a Pro and just want to get some better graphics after waiting months for a big game like this.

Is it too much to ask that when a game gets the Pro label that we can expect them to utilize the extra 45% gpu, pssr, and 2-3x RT to get better visuals? Yeah, "technically" a small resolution increase is better but come on this is more a scam patch than anything
there should've been an unlocked framerate mode at least

in this CPU test, we can see 3700x can push 80+ FPS even in the crowded sections of the game



and we know that consoles are more efficient in terms of CPU performance (especially in ray tracing games)

at least they could've done that...
 
i mean look at how the so called amazing ray traced global illumination fails to illuminate a fucking heater right next to the wall. its clear they are using a very low quality bvh.
It's not the bvh that's the issue. The default RTGI is probe based, not per pixel. That's why there's a massive jump with PT (or full RT), where it is per pixel. Also why the resolution increase for Pro has no effect on the quality of RT. Timestamped below. This was confirmed by the devs in another video.

 
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