@@woofaki5550actually, on a 4090, it runs path tracing at native 4k with TAA at about 30-32 fps in the most demanding areas and about 36-38 in lighter areas. In cyberpunk 2077 and Alan wake 2 Pathtracing at native 4k runs at 20 fps and even dips into de 19-18 FPS. That’s a big 42% difference in avg performance in this game, so do those games could have water reflections in their game there is more than enough place to put it here too.
I don't know why game companies insist on improving out the slightest iota better graphics meanwhile don't improve physics or a.i., even though games did that better 20 years ago.
For me it is to exaggerated. In Vatican specifically, after living to the balcony everything is blown out for few seconds. Other time in houses in forest village interiors are unnaturally dark. This behavior is not occurring when not using path tracing. I find many games has this problem when using path tracing/ more intense GI RT for example pathtraced Cyberpunk or Fortnite with Lumen.
Yeah, I don't think this game has a day/night cycle? Could definitely be done with baked lighting and would be get 99% of the same effect. Visuals remind me of AC Unity which was done with baked lighting instead of the normal dynamic lighting you get in open world games. Looked amazing for 2014.
To be honest, they really need to work on human characters more than environments. It's like everyone loves making maps cause it's easier job to do than making character models and their animations. I think I saw a dude cutting fish was moving like 25-30 FPS animation while the game runs at 60... That's just some sweat shop shit right there.
Are you not running out of vram at 4k dlss? On my 4070 ti, at 1440p dlss balanced, I am having this weird issue where the RT shadows flicker in and out when I am moving around on the boat. The issue gets solved if I turn off vegetation animation which is not really a solution. Did you face such issue?
Solution is to stop treating your 1440p card like a 4k card, because it's not. Also this game is pretty heavy in path tracing and requires 4080 and up.
This game just has a different gameplay. An immersive third-person sim would not be so convenient. for example, in uncharted or tomb rider, there are not as many features as in Indiana, so they can afford a third person
Probably because Machine Games (the developers) are used to making FPS games, specifically the Wolfenstein reboot series, and the game uses a forked version of Doom Eternal's engine. Could also be to set themselves apart from Tomb Raider and Uncharted which are otherwise the same thing without official Indy IP.
I don't make good financial decisions and have a 4090 so bring it on
you will get like 60 fps on path tracing
@ 2:56 I noticed that the fire itself is not emitting any light / glow of its own and instead uses some point lights to cast shadows.
Shame about the ssr still used for water reflections distracts from otherwise a pristine image.
True
Most likely it wouldn't be able to run on anything if they added water reflections too...
@@woofaki5550 rtx 50 series would run it anyways so it truely is a shame hope they add it in a patch later when 50 series is out.
@@woofaki5550actually, on a 4090, it runs path tracing at native 4k with TAA at about 30-32 fps in the most demanding areas and about 36-38 in lighter areas.
In cyberpunk 2077 and Alan wake 2 Pathtracing at native 4k runs at 20 fps and even dips into de 19-18 FPS.
That’s a big 42% difference in avg performance in this game, so do those games could have water reflections in their game there is more than enough place to put it here too.
low polygon models and jerky animation :) like in 2006.
Like Crysis WITHOUT physic
I don't know why game companies insist on improving out the slightest iota better graphics meanwhile don't improve physics or a.i., even though games did that better 20 years ago.
I love the effect of how your eyes adapt when you leave the buildings.
For me it is to exaggerated. In Vatican specifically, after living to the balcony everything is blown out for few seconds. Other time in houses in forest village interiors are unnaturally dark. This behavior is not occurring when not using path tracing. I find many games has this problem when using path tracing/ more intense GI RT for example pathtraced Cyberpunk or Fortnite with Lumen.
@@maciej3262 Yes, it does look like a video camera adjusting its shutter speed to adapt to changing light conditions.
if they baked it all in like uncharted 4, this would run 200 fps looking like this
Yeah, I don't think this game has a day/night cycle? Could definitely be done with baked lighting and would be get 99% of the same effect.
Visuals remind me of AC Unity which was done with baked lighting instead of the normal dynamic lighting you get in open world games. Looked amazing for 2014.
Ale czasów dożyliśmy. Szok.
To be honest, they really need to work on human characters more than environments. It's like everyone loves making maps cause it's easier job to do than making character models and their animations. I think I saw a dude cutting fish was moving like 25-30 FPS animation while the game runs at 60... That's just some sweat shop shit right there.
main characters looks rly good
Is there some way to turn off all the textures? And also denoiser? Would be fascinating to see how much ray tracing is actually going on.
Are you not running out of vram at 4k dlss? On my 4070 ti, at 1440p dlss balanced, I am having this weird issue where the RT shadows flicker in and out when I am moving around on the boat. The issue gets solved if I turn off vegetation animation which is not really a solution. Did you face such issue?
I can't use framegen in 4k because there is no more vram available , I don't have a problem with shadows
Solution is to stop treating your 1440p card like a 4k card, because it's not.
Also this game is pretty heavy in path tracing and requires 4080 and up.
@@Menjac Oh sorry I forgot to mention, I am running at 1440p dlss balanced.
looks mid af
Why didnt this game developed in Third person shooter.
I'm waiting for a mod that will permanently set the third person
This game just has a different gameplay. An immersive third-person sim would not be so convenient. for example, in uncharted or tomb rider, there are not as many features as in Indiana, so they can afford a third person
Probably because Machine Games (the developers) are used to making FPS games, specifically the Wolfenstein reboot series, and the game uses a forked version of Doom Eternal's engine. Could also be to set themselves apart from Tomb Raider and Uncharted which are otherwise the same thing without official Indy IP.
As always RTX utterly useless