CYBERPUNK 2077 [PC Specific Patches and Settings]

why so? I mean, why this game in particular? I am curious 'cos fps is one of the most popular genres and while I know Half Life and how well it works the first perspective camera, there are many titles that have an excellent first person camera. I've watched the video (I don't have the game) and the first person camera is good but I can't appreciate the difference compared to other games, in the video.

I wrote down some points here:


 
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Devs of Cyberpunk says they will increase the utilization of CPU cores in the Phantom Liberty update, it will reach 90% utilization of 8 cores/16 threads.

 
It's pretty crazy how far they pushed their own engine. I know they're switching to UE5, but it was a nice run starting with W2.
 
This game will be a picture quality benchmark for a long time I have a feeling.

I do have high hopes for Playground's Fable though.
 
This game will be a picture quality benchmark for a long time I have a feeling.

I do have high hopes for Playground's Fable though.
CP2077 looks good, but it's still a pure last gen game at heart. The geometric density is low and pop in is super obvious. If you take a look at the dishes in the asian market you will notice they are not round at all and the texture work is lackluster at best. Compare that Nvidia screenshot of that table in Alan Wake 2 to Tom's Diner and you will feel the generational difference. Therefore, I don't think Cyberpunk should be regarded that high as a technical showcase.

Some areas can look very good tho, no denying it. But on average, it's definately last gen.

macrodetail.png

Maco detail is the key area in which a current gen game differs from a last gen one. Beautiful path tracing won't change low geometric density.
 
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I really don't understand this need for every model to feature super high geometric detail and every texture to be super high resolution, and every NPC to look like a main character from last gen etc... in order for a game to be classed as "next gen".

To me, a game is next gen if it's not possible on last gen consoles and can visually justify that. And a fully maxed out CP2077 with PT absolutely ticks both of those boxes.
 
Once again Dampf is exaggerating which damages the credibility of his contributions.

He has a problem with Cyberpunk 2077. In my opinion this is clearly evident. When I get the camera only a bit closer to assets in a game where he says it has among the most detailed assets of all time (The Last of Us Remake) it can look like this. The camera view is still far away in comparison to a first person one.
The badmouthing of the assets in Cyberpunk 2077 strange. When I look at games that are praised they are not better. Especially when they are third person games.

In any case, it is usefull to question the comments of users. Mine included. Fortunately there are very many thoughtful users on Beyond3D. Most video game forums are rather hollow in comparison.

Nonetheless I find that both Cyberpunk 2077 and The Last of Us have very nice assets overall when playing.

tlou1.jpgtlou2.jpg
 
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Nonetheless I find that both Cyberpunk 2077 and The Last of Us have very nice assets overall when playing.

Agreed, they both have last generation assets and geometry.

The lighting can sometimes make them look current gen, and sometimes it can't. IE depending on whether the lighting really makes the low geometric density incredibly obvious or not.

The better the lighting the more obvious how low the geometric density is in some games. For some that's fine and lighting is the only important part of a game. For others it becomes distracting when combined with low quality assets and, IMO, lowers the overall quality of a scene.

Regards,
SB
 
Never thought Cyberpunk was a particularly nice looking game until they kept improving the ray tracing. Game is really made by the lighting and some of the main character models.
 
Isn't a large part of this going to come down to budget relative to the scope of the game irrespective of compute cost? Modeling all lower details, such as the fries on food, on an large scope open world like Cyberpunk seems like you'd blow out the art side of the development budget.

We'll have to see with GTA 6 maybe with how much truly "next gen" budgets might be able to peak with for games of this type of scope.
 
the models are all the same as the last gen versions, i guess that's why they had a poly budget limit, maybe the expansion will bring higher assets detail since it's not targetting last gen this time.
Doing many LoDs is a pain for devs it seems, that's what UE5 wanted to eliminate with nanite.
I wonder why tessellation has not been used more last gen, the only console game i remember using it was Battlefront with Frostbite.
 
Never thought Cyberpunk was a particularly nice looking game until they kept improving the ray tracing. Game is really made by the lighting and some of the main character models.

Exactly this. CP's environments, esp at night are highly dependent on lighting and reflections. This is where RT overdrive really pays off. Coupled with HDR on a capable display, it's really something else.

When I say benchmark, I'm referring to the PC version maxed out. The further revisions being done via nvidia to replace the denoiser will make the PQ even better and looking forward to those comparisons.
 
the models are all the same as the last gen versions, i guess that's why they had a poly budget limit, maybe the expansion will bring higher assets detail since it's not targetting last gen this time.
Doing many LoDs is a pain for devs it seems, that's what UE5 wanted to eliminate with nanite.
I wonder why tessellation has not been used more last gen, the only console game i remember using it was Battlefront with Frostbite.

Tessellation can make a model unpredictable in shape. I think this is partly why Bezier curves are not very popular in presenting the end product despite that many are using them when making a 3D model.
It's worse when using triangle interpolation (e.g. ATI Truform), because the interpolated triangle could exceed its original bounding box, cause clipping problems.
 
the models are all the same as the last gen versions, i guess that's why they had a poly budget limit, maybe the expansion will bring higher assets detail since it's not targetting last gen this time.
Doing many LoDs is a pain for devs it seems, that's what UE5 wanted to eliminate with nanite.
I wonder why tessellation has not been used more last gen, the only console game i remember using it was Battlefront with Frostbite.

Getting tessellation to work predictably (especially in motion) is difficult. Swimming triangles if tessellation was used for LOD was a mostly unsolved problem (at least without exceptional computational resources). The same goes for animated objects with more complex models increasingly being more difficult to control triangle swimming/shimmering. That's why when it was used it would often be for things that would either benefit/hide tessellation swimming (like water) or rigid bodies (like buildings, just don't use it for fine grained LOD transitions).

Using the tessellation hardware available was also difficult. Not only to just use it but to get it to correctly tessellate an object with new triangles being put where they should be.

Basically most developers decided that any potential benefits weren't worth the effort required in order to get it to do what they wanted it to do.

That's why Nanite has been received so favorably by developers and artists. It's orders of magnitude more predictable and easier to implement than tessellation ever was. It's not perfect, but it's actually usable from cost (time and complexity) versus benefit standpoint compared to tessellation.

Regards,
SB
 
Extremely impressive. I'll be taking a look at DLSS 3.5 right away on Thursday. If someone had told me a few years ago that games would soon look like this I wouldn't have believed it. Especially not in such an open game with dynamic weather and times of day.

The next leap over this would probably be a quality like the attached pre-rendered Phantom Libertry trailer. Apart from more rays, polish, smokeeggects and a few bug fixes there's probably not very much more room for improvement that can be done lighting-wise in such a scenario compared to Cyberpunk 2077 Full Ray Tracing. Some effects like wave caustics are mostly not even rendered in realtime for movies. Even in the offline world they prefer to use some tricks.

 
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