Cyberpunk 2077

They did show at the end that 4090 should be 4k playable (90~ish fps). I hope I can run it (3080 @1440p), but am just glad this is slowly starting to be a thing. I hate bad lighting and there are so few games that don't have bad lighting in places.
 
The thing is, DLSS 3 feels weird as hell if your framerate isn't good to begin with.

Like it visually looks butter smooth, but input is notably worse
 
The thing is, DLSS 3 feels weird as hell if your framerate isn't good to begin with.

Like it visually looks butter smooth, but input is notably worse

Yeah, that's been my impression in Hogwarts, where every little bit of performance matters. It looks great, but it feels a little floaty. Still absolutely playable, but it takes some getting used to.
 
That quite far versus having to look at the menu or knowing some tricks to identify if RT is on or off of some examples we have seen before and that was not uncommon (or knowing only when there is some ultra reflecting mirror surface in the view).

But, many artistic decision-game building was made without it in mind and I am not sure if they really made a rebuilt, maybe for some moments, some people will prefer the old look.

The immersion added by a world always realistically lit could be hard to translate in screenshots and small youtube segment.

Going from nearly all pure path traced light a la Quake remake or Portal to a cyberpunk type game (if that the case) took way less time than I thought, maybe 2 full gen of cards sooner that what many had in mind, it could be something a 250 watt 5070 from 2024 can do very well and not by 7080 in 2028 times.

And with 60 fps at "4k" DLSS the performance seem around Fornite Ray tracing in "4k" TSR on, despite what seem much more complex scene to the untrained eyes at least.
 
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Part of the benefit is that most shit just works on the art side. I imagine it's a pretty large force multiplier for artists.

Anything that's emissive like a neon sign or digital signage already works and contributes light to the scene exactly as it should.

I'm sure in a bunch of cases, artists probably just straight up got to delete lights they placed because the object itself just innately illuminates shit now. And a ton of manual tweaking is just outfit no longer needed since it's doing the right thing in any given situation.
 
Exactly, all the light objects actually providing the illumination will dramatically speed up map/level creation, and it will look much better (or natural) at the same time. We might need to get used to things like underground garages / dark corners being a pain to see in, but they are in real life anyway.
 
Honestly one of the best “demos” of the future of RT. I look forward to how UE 5 is going to push all this forward too. And likely in a way that is well optimized.

In two more gens of PC hardware and possibly one more gen of consoles, it might be within the realm of having games be fully raytraced. Granted that won’t be every title. But I imagine that’s when the first all RT games start appearing. Maybe less if there is a big enough generational leap and devs don’t have increased time to build it in another raster/RT hybrid game.
 
Metro Exodus enhanced edition was the first new AAA title to do full RT. It is interesting how much more resources cyberpunk needs though to do RT as even with the original RT in cyberpunk DLSS is needed at 1440p on all 30xx series card while the enhanced edition can generally run OK on a 3080 or higher without it.

Based on the previews even a 4090 might not be able to run CP2077 with full path tracing at OK framerates at 1440p without DLSS, maybe even needing frame generation. Not sure if Cyberpunk 2077 is a good measurement of how much it costs to do full path tracing as it feels like it is much more resource intensive than it should be, even with RT off. With RT off I feel there are several titles that have similar levels of graphics, but are much kinder to hardware. It is kind of like they pushed the engine beyond it's limits and that impacts performance overall, especially when you turn on RT.

After playing with RT on for a few hours it would be hard to go back to RT off (pre full path tracing), but doubt I will be able to play full path tracing with my 3080 regardless of DLSS setting and not buying a new card just to replay a game where I've already done almost everything and no other games that I plan to play on my PC in the next 6-12 months needs a card that is more powerful than the one I already have.

Full path tracing probably wont become mainstream until 2-3 years after the launch of the next console generation. Basically all cross platform games need to have a fallback option due to the consoles having 80-90% of the performance of a 6700xt and it usually takes 2 or so years before publishers start dropping the previous consoles. Basically we are probably talking 2028-2030 before full path tracing might be the reality for most new games and by then the budget cards will most likely match or be beyond a 3090.
 
I feel like CP is extra demanding just because of the 'Neon Noir' setting with about a bazillion lights going in most locations. In something Grimdark like Metro you probably never see more than a dozen lights at any given moment.
 
I feel like CP is extra demanding just because of the 'Neon Noir' setting with about a bazillion lights going in most locations. In something Grimdark like Metro you probably never see more than a dozen lights at any given moment.
Performance in cyberpunk doesn't change that much in the desert and metro exodus which does have large outdoor scenes as well with sunlight. The first to metro games were stuck in tunnels and sewers, but exodus has quite a lot of large outdoor scenes.
 
I feel like CP is extra demanding just because of the 'Neon Noir' setting with about a bazillion lights going in most locations. In something Grimdark like Metro you probably never see more than a dozen lights at any given moment.

I do wonder if the nature of the tech-strategy use do not linearly get more complex if you add light source.

If we start by throwing from eye view pixels and make them bounce until a light source is reached (or not) instead of starting from the light source, would it matter if there is 12 light sources or 1,000 once you consider surface like cyberpunk ? And if the light source is a surface like a tv or a single point would not be more heavy either, I imagine yes but maybe not by that much. How fast you can kill the rays because of how the scene is done and how clean they bounce if they have too (mirror surface versus imperfect one), nvidia made demo with 3 millions of light source

According to this, RTXDI being what cyberpunk use I think, it does not work only like at all , it is above my brain but it seem to be a per pixel affair like path tracing, but also some Monte Carlo that for each frame take a subsample (say a different subset of random 5,000 of the 1,000,000 millions light source for each of your different screen pixel or block of screen pixel) and like polling a population can infer the total or some math magic of the sort once the millions of differetn subsample of the total screen get denoised, that why they get go in the millions of light source
 
Performance in cyberpunk doesn't change that much in the desert and metro exodus which does have large outdoor scenes as well with sunlight. The first to metro games were stuck in tunnels and sewers, but exodus has quite a lot of large outdoor scenes.
Yeah, that's my point. The sun and a couple lights is way easier than hundreds of lights on every sign, vehicle, vending machine, streetlight, clothing, etc... Plus all of the shiny puddles / windows that need to be reflected.
 
Yeah, that's my point. The sun and a couple lights is way easier than hundreds of lights on every sign, vehicle, vending machine, streetlight, clothing, etc... Plus all of the shiny puddles / windows that need to be reflected.
Except the performance penalty doesn't change in Cyberpunk when it is only a sun and a couple of lights (when you are out in the desert). It is very similar to when in a busy city, only a few fps difference.
 
in the DF video the Max Rasterisation compared to the new Overdrive advanced RT mode looks like a significant upgrade but RT 'Psycho' settings versus Overdrive shows much less of one...like I said earlier path-tracing seems to add a heavy Bloom effect in bright scenes and enhances the black levels in really dark or low lit scenes which might be more realistic but it looks overblown to me...some of the shots do look more improved with path-tracing versus Psycho RT but I'm not sure it's really worth the performance cost

I'd personally be fine with Psycho RT mode (and I'm not just saying that because I don't have a 4000 series GPU- I have an RTX 3080)...seems like DF is trying to hype up the Overdrive patch a little too much
 
Patch 1.62 release notes- Ray Tracing: Overdrive Mode

The technology preview of Ray Tracing: Overdrive Mode is currently supported on NVIDIA GeForce RTX 40 Series (4070 Ti and up) graphics cards...also, on NVIDIA GeForce RTX 3090 (1080p, 30 fps)

for other ray-tracing-capable PC graphics cards with at least 8GB VRAM, we included an option to render path-traced screenshots in Photo Mode...this is possible because it means rendering just one frame, as opposed to rendering several frames every second (i.e. FPS), which would happen when playing the game...

https://www.cyberpunk.net/en/news/47875/patch-1-62-ray-tracing-overdrive-mode
 
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It's live. I tested it out for the hell of it. It looks good/realistic, but probably too dark in a lot of areas. The game wasn't designed with this in mind, so you can't see certain areas or details that were plain as day before. It may look realistic and neat, but I dunno about playing this way full-time. If you do, I'd bump the brightness up...which might look equally off elsewhere.
Performance isn't as bad as I assumed. DLSS "balanced" at 4K with everything cranked to the max seems fine. I turned frame generation on, and it's actually better than in many other titles. Not that floaty, although it does make the game spazz out when going to/from menus.
 
It's live. I tested it out for the hell of it. It looks good/realistic, but probably too dark in a lot of areas. The game wasn't designed with this in mind, so you can't see certain areas or details that were plain as day before. It may look realistic and neat, but I dunno about playing this way full-time. If you do, I'd bump the brightness up...which might look equally off elsewhere.
Performance isn't as bad as I assumed. DLSS "balanced" at 4K with everything cranked to the max seems fine. I turned frame generation on, and it's actually better than in many other titles. Not that floaty, although it does make the game spazz out when going to/from menus.
re: dark areas too dark
Whats missing would be alleviated in many cases by simulating how our eyes adjust to different light levels.
The closer you get to a dark space, the more of it will fill your vision, the wider your pupils get...

You can of course use a torch (or mage light :)) to help in darkest of darkness and well implemented path tracing would look great.
 
as the Gamers Nexus video said, from a technological standpoint it's really impressive but from a subjective visual standpoint it's not as much...there seems to be excessive Bloom added...since the game was not built from the ground up with path-tracing it's to be expected...it's a nice sneak peak at the future...RT psycho settings with DLAA enabled looks pretty amazing on its own so I don't think anyone would be missing much by not using path-tracing
 
More Bloom lol one my worse enemies I suffered many a migraines and eyestrain from post processing.
 
re: dark areas too dark
Whats missing would be alleviated in many cases by simulating how our eyes adjust to different light levels.
The closer you get to a dark space, the more of it will fill your vision, the wider your pupils get...

You can of course use a torch (or mage light :)) to help in darkest of darkness and well implemented path tracing would look great.
Yeah, I'm guessing lighting itself is probably physically correct, but the game's camera just doesn't balance and you end up with blown out areas that never quite adjust.

I think I remember seeing Fortnite ran into a similar issue after adding Lumen and you'd run into these extremes where it was hard to see people. For example, if you were outside looking into somewhere dark, it could look super dark. Or if you were inside a dark area looking out, it was super blown out.

They added a way for artists to tweak the exposure, but in a localized way so it doesn't affect the whole image. So it just brightens up or dims the extreme parts so you're not literally blind looking in our out of certain areas.

Local exposure is the feature
https://docs.unrealengine.com/5.1/en-US/auto-exposure-in-unreal-engine/
 
Runs pretty well on a 4090 and a 5800X3D.

DLSS Balanced:

balanced.png



DLSS Quality:


quality.png
 
wasn't there supposed to be a new Nvidia driver released alongside the new Overdrive patch?
 
I tried it out (with new NV driver). Keeps crashing for me. especially if I go to photo mode. In game the grahics are absolutely horrible. Running on pc in sig. Last resort may be to uninstall, reboot and reinstall. I had zero issues before I upgraded to 1.62.
 
Heads-up, make sure you get the latest version of the patch, especially if you're using GoG with autoupdate disabled.
There was a hotfix released several hours after the 1.62 patch, build date is from this morning (compared to build date of last week for the first 1.62 release), that suggest CDPR found some catastrophic issue overnight and had to fix it right away. Very in-character for them!
 
Jesus. The Path Tracing is ridiculous.
Down to 18-30 FPS, highly variable depending on scene, with DLSS at 1440p on my RTX 3080 12GB.

I'm sure it looks good, but its a fucking slideshow.

I'm at 70-80 FPS with my normal settings, which include Psycho ray-tracing but a few small cuts in other categories that are barely noticeable.
 
Are you using any mods? Did you try resetting video to default?
Resetting video settings worked. Path Tracing really brings down FPS. Went from 77 fps @4k to 52-56 fps with overdrive. With OD on and DLSS off, it drops to 35-38 fps
 
I haven't tested much on the 3090Ti except for a quick benchmark, but it does seem like 1080p60+ DLSS Quality is quite doable. A pal with 3080 10GB is getting decent enough results too, 1440P DLSS Balanced.

The 3070Ti even did an ok-ish job considering (solid 1080p30+ with DLSS Quality) but VRAM was on the edge and when it inevetibly topped 8000MB, framerate dropped to 16 (lol). I kinda want to try the 2070 Super too just to see how bad Turing handles this.

I'm totally excited about the PT, but I concede it's a niche thing considering the performance hit. Not every gamer is also a lighting obsessed photographer who gazes at every little splash of light and shadow... Most just want to play the game at high fps.
 
I haven't tested much on the 3090Ti except for a quick benchmark, but it does seem like 1080p60+ DLSS Quality is quite doable. A pal with 3080 10GB is getting decent enough results too, 1440P DLSS Balanced

I'm also hearing the same...3080 10GB path tracing is somewhat do-able with DLSS 2 at 1440p

path tracing is more realistic looking but that doesn't always mean better looking...some of the lighting looks too oversaturated during the daytime and some of the dark scenes look too dark...I'm sure patches will improve it over time and by the time the Phantom Liberty expansion is released everything should be in good shape (hence the reason they are only calling this a 'Technology Preview')
 
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The next album of video game-inspire deathcore band Spire of Lazarus appears to be about Cyberpunk 2077, releasing a new single called Sandevistan. Their first three albums were about Dark Souls, God of War, and Prince of Persia.

(Official video on record label The Circle Pit)


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