Inside Indiana Jones and the Great Circle: The Ray Tracing Breakdown

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One of the most technologically impressive games of the year, Indiana Jones and the Great Circle is one of the few games that requires hardware accelerated ray tracing in order to function. Looking good on everything from Xbox Series S to the maxed-out, path-traced RTX 4090 experience, RT takes centrestage. Alex talks with MachineGames about the technology behind the game.

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00:00:00 Introduction
00:01:18 What does the Full RT addition entail?
00:02:41 How does the game's base RTGI function?
00:04:05 What paths are being traced?
00:05:20 How many bounces of light are traced?
00:06:00 What areas in game does one notice the Full RT the most?
00:07:48 Why are there still some shadow maps and SSR?
00:10:28 Does the Ray Tracing utilise Opacity Micromaps?
00:11:31 How is the BVH updated, culled and managed?
00:14:13 How was it being one of the first games to require Hardware Ray Tracing?
00:16:09 Where does it go from here for the industry and Machine Games?
00:17:22 When and how did the development for Full RT begin?
00:19:22 How and why integrate image upscaling like DLSS?
00:20:31 Is image reconstruction technology used as a crutch?
00:21:38 Where is DLSS Ray Reconstruction?
00:22:35 What areas of the game are particularly challenging to denoise?
00:23:35 What are things missing from the game's technology base that might be added in the future?
00:24:06 What is one of your favourite parts/aspects of your work on this Game that you are most proud of?




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