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

DanielG165

Member
They should have had a 30fps mode.
If there’s enough headroom, perhaps they’ll implement one for more eye candy down the road. Otherwise, the end result still looks good even when compared with higher end hardware, and it’s being outputted at a locked 60 and high resolution. That’s way more than what other big games can say.
 
Looks very polished, rather annoying that these results are possible but we keep getting served with subpar visual experiences with other devs/engines. Them other devs need to LOCK IT IN.
 

adamsapple

Or is it just one of Phil's balls in my throat?
- '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
- Update: Confirmed to be using strand hairs, not card. (John on twitter)

- 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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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.
If I had to guess it's a choice made because of the familiarity a lot of devs have with it. Everyone knows about all those contractors MS tends to put on Halo, this might help get them up and running quicker. iD Tech does look impressive in this one give the 60fps target.
 

Gaiff

SBI’s Resident Gaslighter
- '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
Added to the OP.
 

winjer

Gold Member
It's a real shame that id Tech can only be used by internal studios.
It would be great if third party studios could use this game engine and avoid Unreal Engine with all it's performance and stutter issues.
 

DanielG165

Member
So this bodes really well for Doom: The Dark Ages on console next year as well, not that there was any doubt it would be a well performing game.

But this shows the console versions will probably include RTGI there too.
I would certainly expect so, at this rate. Hell, with how optimized IDtech is, we may even see reflections in Dark Ages as well, unless Dark Ages is an even bigger game in scope and ambition than Indy.

High expectations for the consoles with that game.
 

Duchess

Member
I was quite dismissive about this game to begin with, but I'll now see about playing it on PS5 Pro when it comes out.
 
It's a real shame that id Tech can only be used by internal studios.
It would be great if third party studios could use this game engine and avoid Unreal Engine with all it's performance and stutter issues.
In my point of view Id tech 7, Frostbite Engine 3.0 and RE Engine are only thing positive about this generation gaming.
 

Fbh

Member
Nice! Machinegames and Idtech showing how it should be done: A well optimized game actually targeting the strength of current consoles achieving 60fps at good REAL resolutions and even throwing in RTGI.
Doom next year will probably be amazing too.

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

And the current gen console version is probably still going to be 30fps with drops and full of FSR smearing from trying to upscale some 800p source.
 

RJMacready73

Simps for Amouranth
Looks absolutely gorgeous on my OLED, so jealous of Xbox fans at the mo, how they made it soo good looking and with RTGI running at 60fps! All Devs should be aiming for this, hard to imagine what it would look like cut to 30 tbh, game already looks a contender for graphics of the year crown
 

Darsxx82

Member
If there’s enough headroom, perhaps they’ll implement one for more eye candy down the road. Otherwise, the end result still looks good even when compared with higher end hardware, and it’s being outputted at a locked 60 and high resolution. That’s way more than what other big games can say.
I said it before. I was surprised by the absence of a "quality" mode because for interviews devs left hints of the existence of various graphical modes.

A 30fps mode would have been nice because there is clearly margin. A 60fps VRR quality mode might have been a good choice as well.We'll see if they include it in a future update.
 

DoomD

Neo Member
In my point of view Id tech 7, Frostbite Engine 3.0 and RE Engine are only thing positive about this generation gaming.
Big disagree on RE Engine, for me its been a big disappointment in visuals and performance, worse than UE5. Just look at Dragons Dogma 2 and Monster Hunter Wilds and how bad their performance is with the visuals they have on display. Agreed on ID Tech 7 though, this games looks fantastic and seems to run like a dream.
 
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Bojji

Member
Big disagree on RE Engine, for me its been a big disappointment in visuals and performance, worse than UE5. Just look at Dragons Dogma 2 and Monster Hunter Wilds and how bad their performance is with the visuals they have on display. Agreed on ID Tech 7 though, this games looks fantastic and seems to run like a dream.

RE engine went from great performer to shit performer once they increased scope of their games.
 

MarkMe2525

Banned
I'm impressed. Machine Games has yet to let me down. I haven't been following this game closely, so I was surprised to learn that some of the staff worked on Riddick. Riddick was probably my favorite OG Xbox game, so I'm super pumped that Indiana Jones will share some of that DNA
 

rodrigolfp

Haptic Gamepads 4 Life
"- PC video coming soon, some differences already noted like SX RTGI being lower than lowest on PC"

Better than nothing, I presume. 🤷‍♂️
 

Vick

Gold Member


Maybe something's off with the PC captures/video settings, as later on in the video in more than one instance I think I might prefer Series X visuals.
Although the upcoming PT is likely going to make a colossal difference thanks to both shadows, definitely the weakest aspect at the moment, and hopefully more extensive bounce as the current RT looks a bit too dark and crude for my taste compared to Series X, almost forward rendering-ish.
 

Skifi28

Member
So this bodes really well for Doom: The Dark Ages on console next year as well, not that there was any doubt it would be a well performing game.

But this shows the console versions will probably include RTGI there too.
I'm not sure I would expect it. Doom has a very different scope with tons of enemies at the same time and weapons effects and explosions eveywhere. It could get really expensive there, but we'll see.
 

GymWolf

Member
Largely excellent character models, captures look of the actors wonderfully...did they saw the real life model for the female side hick?

I swear it would not be a df video without at least one moronic statement :lollipop_squinting:
 

Senua

Member


Maybe something's off with the PC captures/video settings, as later on in the video in more than one instance I think I might prefer Series X visuals.
Although the upcoming PT is likely going to make a colossal difference thanks to both shadows, definitely the weakest aspect at the moment, and hopefully more extensive bounce as the current RT looks a bit too dark and crude for my taste compared to Series X, almost forward rendering-ish.

It's that lower than low RTGI doing work
 

GymWolf

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.
I think many people didn't felt for the marketing, we felt when we noticed that ue5 games looks better than any other games on the market, at least on a powerfull pc, and make small AA developers punch way above their weight, i can't speak for cdpr or other developers but i can surely speak for some of us on neogaf that abolutely love the result we had with some ue5 games.
Sorry but i'm not gonna lie and pretend that on my "beast" pc wukong or sh2 remake or stalker were unplayable or some shit like that.

I know many people have an hate boner for this engine because they play on console or older pc or they are less lucky than some other people with stutter and bugs, but i'm gonna give Cesar what belong to Cesar.
 
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DragonNCM

Member
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.
Imagine Halo game with ID tech engine......already creamed my pants....
 
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Vick

Gold Member
It's that lower than low RTGI doing work
I know it is, but no PC setting looks similar to the Series X as even RT GI Low on PC provides a drastically different presentation, with considerably darker shadow areas. I'm not arguing about it being technically superior, just I might prefer at times the console presentation from an aesthetic point of view. We'll see with PT, as I'm pretty confident those dark areas could look quite different.

Those saying this looks like a PS360 game are making fools of themselves.
Well, the massively downgraded Series S version arguably does in more than one way. I believe in some aspects even worse, actually.

I wonder if they can push it to 120fps on the new PS5 ...
Very likely not due to RT GI, and especially if they plan on adding more RT features. But who knows, they could find the inclusion of another 120hz mode worth the effort. No RT, but this runs at 1440p 120fps on the console afterall:

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DanielG165

Member
Even the 'lower than low' RTGI shines because it doesn't have the typical software lumen light bleeding or noise that a lot of recent UE5 games can exhibit.
And I wonder if, seeing as MachineGames were able to have Indy running at a locked 60 fps with said RTGI, and at 1800p, if there is still quite a bit of headroom left to push the visuals and resolution further in a separate mode. It definitely feels that way; maybe in the future we’ll see a quality mode that leaves absolutely nothing on the table.

As it stands, though, mightily impressive for a $500 box to run such a big game at a flawless 60 fps with RTGI, AND at a very high res.
 

Darsxx82

Member
- Hair rendering also praised in a 'realistic, clean, manner'
- Does not use strand hair, uses traditional cards but can often be mistaken for strands
It seems that in that aspect John has been corrected and the game does implement a hair system after all.





Speaking of comparisons between graphics engines with respect to IDtech, it should be known that each Studio uses variants under the same base. They even have their own name:

IDSoftware........ "IDtech"
Arkane............... "Void Engine"
MachineGames.. "Motor"

In other words, each STudio adjusts and modifies features and technology to adapt it to the characteristics of the game itself.
 
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kevboard

Member
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.

given how awful development went with Infinite, with constant hiring and replacing of contractors... my bet this nonsense will continue at 343i and having a mainstream engine like UE5 might be seen as a way to make it easier to switch around contract workers.

that's the only reason I can think of as to why anyone would use that shit engine.
 
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