CYBERPUNK 2077 [PC Specific Patches and Settings]

The difference can't be overstated.
In the description he says he's using the new binaries but it's before the official release and not using ray reconstruction. I bring this up because there is some obvious ghosting on the npcs throughout this but it doesn't seem to always happen when the scene is replayed in the different modes. Whatever the cause of the ghosting regression is I'm not sure it's really caused by RR. I havn't been noticing it in the DLC as much as the base game but I would need to test it in some kind of similar area under similar lighting conditions to validate that. Anyone else think the ghosting is less severe in the DLC or is it me just not finding the right spots yet?
 
The difference is large but I also think it's partly due to the the regular RTGI implementation being rather poor/average.

Games like Dying Light 2 and Metro Exodus Enhanced Edition have much better and more fleshed out RTGI systems in my opinion, and I would be curious to see how path tracing would compare in those games with their RTGI systems.
 
Found the random crashes cause :

The game sometimes crashes when saving. So when it auto saves, it crashes.

The save crash became more and more often the more stuff I carry.
 
The difference is large but I also think it's partly due to the the regular RTGI implementation being rather poor/average.

Games like Dying Light 2 and Metro Exodus Enhanced Edition have much better and more fleshed out RTGI systems in my opinion, and I would be curious to see how path tracing would compare in those games with their RTGI systems.

I think you’re right. RT ultra seems to be missing some direct and indirect shadows compared to OD. Don’t you need RT Psycho to enable RTGI though? Those shadows provide depth and help ground objects in the environment.
 
I think you’re right. RT ultra seems to be missing some direct and indirect shadows compared to OD. Don’t you need RT Psycho to enable RTGI though? Those shadows provide depth and help ground objects in the environment.
iirc RTGI is used in modes lower than Psycho.

Psycho just adds an extra bounce to the lighting pass.
 
At launch RTGI worked only with the "psycho" setting - from nVidia:

Ray-Traced Global Illumination​


In reality, sunlight bounces, increasing the illumination of nearby surfaces and objects. Furthermore, the color properties of surfaces are absorbed and added to bounces, so for example, bright light bounced from a red wall to a white tiled floor would feature a tinge of red.

Recreating this effect in games requires ray tracing, and by setting the Ray Traced Lighting option to ‘Psycho’ you can enable it in Cyberpunk 2077.

This effect is applied exclusively to light cast by the sun, with one bounce. It’s demanding, but if your system’s got the headroom to enable it, you’ll experience next-level realism and fidelity.
 
Some random off screen shots....

Taken on a Cooler Master GP27Q with HDR enabled (monitor does 1200nits)
 

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Ray reconstruction makes the image much worse if you are using a low resolution like me (DLSS performance in 1080p)

oko.png
This is with it enabled

rayoff.png

This is with it disabled. You can notice the details are much better with the picture in the bottom. Ray reconstruction looks like an oil painting, similar to how DLSS 1.0 looked. Pretty disappointed. I thought it was going to make the image look better, not worse.
 
Ray reconstruction makes the image much worse if you are using a low resolution like me (DLSS performance in 1080p)


This is with it enabled



This is with it disabled. You can notice the details are much better with the picture in the bottom. Ray reconstruction looks like an oil painting, similar to how DLSS 1.0 looked. Pretty disappointed. I thought it was going to make the image look better, not worse.

Not quite sure why you think it would do anything at 1080p DLSS performance mode to be honest as DLSS is basically useless at 1080p.

It makes a huge difference for me.
 
For the most part I didn't like DLSS Ultra Performance coming from UHD. However, it can be quite good depening on content. In Desordre, for example, the image mostly was satisfying. In Cyberpunk 2077 I am very satisfied with DLSS performance coming from UHD. Below that it falls sharply in quality.

Here is another comparison for areas in the DLC with RR, can't see any ghosting on NPCs with RR.


So far I cannot see that much ghosting while playing the Phantom Liberty expansion. The ghosting is very scene dependent. Overall, the improvement over before is serious.
I am happy with the image quality in Cyberpunk 2077. I hardly see any flickering and the picture is very stable and cinematic looking. As someone who mostly plays on plasma with very high motion picture sharpness I also prefer a slight ghosting above any edge/shader flickering in games.


The next step to improve the visuals is to integrate the smoke effects and more glas objects into Pathtracing.
 
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Not quite sure why you think it would do anything at 1080p DLSS performance mode to be honest as DLSS is basically useless at 1080p.

It makes a huge difference for me.
Read my post again please.

DLSS Performance at 1080p looks acceptable to me. But Ray Reconstruction completely destroys the image, as I have demonstrated in my comparison. Surely that is not working as intended right now, atleast at low resolutions. I've also seen bad image quality at higher resolutions and people online complaining how it looks like a oil painting. Something is not working right here.

Also entry level 40 series GPUs have to run Path tracing at these low resolutions to get decent framerates.
 
Read my post again please.

DLSS Performance at 1080p looks acceptable to me. But Ray Reconstruction completely destroys the image, as I have demonstrated in my comparison. Surely that is not working as intended right now, atleast at low resolutions. I've also seen bad image quality at higher resolutions and people online complaining how it looks like a oil painting. Something is not working right here.

Also entry level 40 series GPUs have to run Path tracing at these low resolutions to get decent framerates.

Didn't Nvidia say RR is not for low internal resolutions and should be avoided?

If that's the case, you're doing exactly what Nvidia have advised not to do and then complaining about the image quality, RR isn't a miracle worker.
 
Cdpr hasn't fixed the missing visual effect on the bottom 100pixels or so in 3840x1600 with ultra performance dlss... Need to use 3840x1440 to get things work properly.

I wonder if only very few people got that bug, so got thrown into low priority pile.
 
Didn't Nvidia say RR is not for low internal resolutions and should be avoided?

If that's the case, you're doing exactly what Nvidia have advised not to do and then complaining about the image quality, RR isn't a miracle worker.
Did they say that? I was not aware. Could you link to that statement please?

But even if they did, its strange that their new AI based denoiser is so much worse than the old one at low resolutions.
 
Did they say that? I was not aware. Could you link to that statement please?

But even if they did, its strange that their new AI based denoiser is so much worse than the old one at low resolutions.

If it's a trained model then it's probably not strange at all if the trainings were most done with certain resolutions. In this case, a general purpose (e.g. Gaussian) filter can perform better.
I guess we'll have an AI model that works for most case in the future but we probably need more path traced games for that to happen.
 
Ray reconstruction makes the image much worse if you are using a low resolution like me (DLSS performance in 1080p)
I don't know if it's intended, but you can enable RR with DLSS even if you aren't running ray tracing, and it degrades image quality on faces pretty noticeably. This is zoomed 2x, but you can notice it in gameplay. DLSS balanced, it's still there but less noticeable on quality, worse at performance, and much worse at ultra performance. Judy's face is shaded much worse, and there are sharpening artifacts along here shoulders and the neckline of her shirt.
 

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