LordOcidax
Member
Indiana Jones and the Great Circle PS5 Pro, PS5, XSX, PC comparison thanks to Analista de Bits
Even much more so if it is a game that aiming for 60 fps as priority...![]()
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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.![]()
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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.
The game runs at 4K60 with RTGI on consoles. That's pretty solid for a mid-tier budget.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.
Cool, what about without Pathtracing![]()
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PT is incredibly demanding so no wonder it's not on consoles.
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 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).
looks the same. the game is ugly as sin on PC maxed out with path tracing disabled.Cool, what about without Pathtracing
Cool, what about without Pathtracing
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.
looks the same. the game is ugly as sin on PC maxed out with path tracing disabled.
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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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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.not bad for a 700 dollar console compared to thousands dollar PC.
From 1800p to 2160p there is a 45% increase in resolution (and raw performance requirement). And PSSR is not free.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.
Don't use this game as an example because they didn't do jack...the Pro version is as console as you can get compared to PC. Most games have these incredible minor differences on ProMan for the first time in a long time I'm looking at the PS5 Pro as a viable high end solution to PC.
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.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.From 1800p to 2160p there is a 45% increase in resolution (and raw performance requirement). And PSSR is not free.
While also being a completely boneheaded design choice when PSSR is available.The game runs at 4K60 with RTGI on consoles. That's pretty solid for a mid-tier budget.
Thanks for the info captain obvious.![]()
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PT is incredibly demanding so no wonder it's not on consoles.
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.From 1800p to 2160p there is a 45% increase in resolution (and raw performance requirement). And PSSR is not free.
they cant. if they couldve, they wouldve done that even on base consoles. instead they targeted 1800p on the xsx. native 1800p.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.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.
Thought it looked and ran great on the series X. Some janky animations from time to time. But the visual IQ looked really nice. Not sure why everyone is so disappointed.
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.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.![]()
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.
not bad for a 700 dollar console compared to thousands dollar PC.
Don't expect much work from a studio that made a first person Indiana jones game because they can't do third person.
this dog so cool lol![]()
Its the team behind Riddick
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 increaseIt 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.
there should've been an unlocked framerate mode at leastYou 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
Riddick was good though.
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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.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.
Well when PT isn't actually PT...Indiana Jones has terrible shadows and cube maps/ssr reflections. This shit could have been fixed without "nuclear option" (PT).