CYBERPUNK 2077 [XO, XBSX|S, PC, PS4, PS5]

That video with the katana looks like they took a note from Soldier of Fortune :)



Seeing this video shows how they really wanted to push the game out back in 2020. Seems the actual release date should have been now, aprox 15 months later. Playing a bit in v1.5, seems at least one of the biggest issues, the game being super easy to the point that it felt like god mode and being wildly unbalanced was adressed. Combat seems to be much more challenging. Im not dispatching legions of enemies in 10 seconds with minimal damage anymore.
 
The RT in the console version doesn't have much value. The RT lighting in the PC version is a nice enhancement. Not game changing but better than typical ultra settings.
RT on PC in Cyberpunk is one of those cases where in some scenes, it completely changes the way things look. Everything is more grounded, lighting and reflections are more stable. But in others.... Almost no difference or things that could be considered artistic choices.


This video shows a lot of the differences between the RT effects on and off, and at first there are a bunch of scenes that look quite a bit different. But later, around the 6 minute mark, there are a bunch of scenes that are mostly the same.
 
Btw the companion AI has been improved.

Now they properly sits in the proper seats in your car. Instead of standing dumb outside or 3 people sitting in 1 seat.

A strange improvement, as the game officially only ever have 1 companion AI
 
RT on PC in Cyberpunk is one of those cases where in some scenes, it completely changes the way things look. Everything is more grounded, lighting and reflections are more stable. But in others.... Almost no difference or things that could be considered artistic choices.


This video shows a lot of the differences between the RT effects on and off, and at first there are a bunch of scenes that look quite a bit different. But later, around the 6 minute mark, there are a bunch of scenes that are mostly the same.

You hear a lot that RT doesn't make much difference in Cyberpunk or isn't worth it but that video makes clear that RT can be completely transformative in the right scenes. The thing to remember is that it doesn't have to be transformative to the whole game100% of the time to be significant. Most games don't look amazing all the time, it's particular scenes that give you that "wow" moment, and with RT on it's clear from the video above you'll be getting a lot more of them than with it off.

Not only that though but the more subtle improvements can have a big impact on the overall realism of the scene without being obvious. RT shadows are often dismissed as making little to no difference but in the scene below they're clearly making a big impact to the realism of the rock which you probably won't notice directly while playing the game except for the more general sense of the game looking more realistic:

 
RT shadows and RT lighting are indeed improve the presentation. RT reflection on the other hand... SSR is already good enough for me.

Btw on PS5 and XS, does update 1.5 have performance degradation around 1 hour of playtime?

On pc, I got around 25% performance loss in an hour. A game reboot fixed it.
 
You hear a lot that RT doesn't make much difference in Cyberpunk or isn't worth it but that video makes clear that RT can be completely transformative in the right scenes. The thing to remember is that it doesn't have to be transformative to the whole game100% of the time to be significant. Most games don't look amazing all the time, it's particular scenes that give you that "wow" moment, and with RT on it's clear from the video above you'll be getting a lot more of them than with it off.

We're probably gonna keep hearing about it until enough people have RT cards and arent left out. Otherwise, since you're missing out, it's easier to pat yourself on the back that you just cant see the difference, or that the framerate hit isnt worth it, or that we're 10 years away from RT and so on. Its especially weird saying this about Cyberpunk which probably has the most RT features out of every game so far. It of course depends of the scene composition for how in your face all this is. You need to have the required elements in a scene if you want RT to pop and smack you in your face.

https://imgsli.com/OTY1NTY
https://imgsli.com/OTY1NTc
https://imgsli.com/OTY1NTg
https://imgsli.com/OTY1NTk
https://imgsli.com/OTY1NjA
https://imgsli.com/OTY1NjE
https://imgsli.com/OTY1NjI
https://imgsli.com/OTY1NjM
https://imgsli.com/OTY1NjQ
https://imgsli.com/OTY1NjU

Not only that though but the more subtle improvements can have a big impact on the overall realism of the scene without being obvious. RT shadows are often dismissed as making little to no difference but in the scene below they're clearly making a big impact to the realism of the rock which you probably won't notice directly while playing the game except for the more general sense of the game looking more realistic:


Yeah, when done right and not the poor implementation like we have in FC 6 for example, it grounds a scene. Gives it depth and anchors elements in the scene instead of having that impression that they float.

https://imgsli.com/OTY1NTI
https://imgsli.com/OTY1NTQ
https://imgsli.com/OTY1NTU
 
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We're probably gonna keep hearing about it until enough people have RT cards and arent left out. Otherwise, since you're missing out, it's easier to pat yourself on the back that you just cant see the difference, or that the framerate hit isnt worth it, or that we're 10 years away from RT and so on. Its especially weird saying this about Cyberpunk which probably has the most RT features out of every game so far. It of course depends of the scene composition for how in your face all this is. You need to have the required elements in a scene if you want RT to pop and smack you in your face.

https://imgsli.com/OTY1NTY
https://imgsli.com/OTY1NTc
https://imgsli.com/OTY1NTg
https://imgsli.com/OTY1NTk
https://imgsli.com/OTY1NjA
https://imgsli.com/OTY1NjE
https://imgsli.com/OTY1NjI
https://imgsli.com/OTY1NjM
https://imgsli.com/OTY1NjQ
https://imgsli.com/OTY1NjU




Yeah, when done right and not the poor implementation like we have in FC 6 for example, it grounds a scene. Gives it depth and anchors elements in the scene instead of having that impression that they float.

https://imgsli.com/OTY1NTI
https://imgsli.com/OTY1NTQ
https://imgsli.com/OTY1NTU
First of all, I'm a huge RT fan and I advocated for its use since Nvidia released the first RTX card (we were just a few who didn't say "it's not the tiiiiiiiiiiiiiime!").

But your images prove a certain point... they don't have a mark that shows which one is "the good one, with RT" and in most cases I just can't figure it out. They look different but I'm not able to spot the "better" one, because I can see weird stuff going on in both, good stuff going on in both. I'm not saying you can't note the difference as a good, noticeable thing, specially in motion, though, but...
 
Thats fair. I forgot one thing, if a person hasnt used this before, its gonna take some time of playing RT games until your eye gets accustomed and learns how various effects look. For example, in this pic:



You can see in the left, how the car has shadows underneath, since it blocks the sun and light. How the car is grounded in the scenery. In the right, with no RT, the car just floats. Glows. You'll imediately notice things like that as you keep playing games with RT.

Or in this one:

https://imgsli.com/OTY1NjI

The RT is the left pic, without is the right. RT gives you that shadow where it gets more diffuse as you move away from the object that casts shadows. Look how angular and sharp it is without RT. How abrupt. Then you have four giant neon panels, with RT look how the light falls onto every surface in the vecinity of the boards. In the pic without RT, its as if those huge panels arent even there.
 
Yes RT lighting and shadows can be subtle (or visually changing) in places. But they always makes things looks better / correct.

RT reflection on the other hand can be hit or miss. Same with SSR that can be hit or miss.



in this one:

https://imgsli.com/OTY1NjI

The RT is the left pic, without is the right. RT gives you that shadow where it gets more diffuse as you move away from the object that casts shadows. Look how angular and sharp it is without RT. How abrupt. Then you have four giant neon panels, with RT look how the light falls onto every surface in the vecinity of the boards. In the pic without RT, its as if those huge panels arent even there.

Isn't Both RT and non RT have the giant TVs reflected in that image?
 
RT reflection on the other hand... SSR is already good enough for me.
SSR can only be "good enough" when your angle of observance allows for SSR to produce mostly accurate results, and the SSR in CP2077 is excellent when in effect. As soon as your viewing angle to the reflective surface is offset too much, the illusion completely breaks or your brain simply ignores what's missing.
 
SSR can only be "good enough" when your angle of observance allows for SSR to produce mostly accurate results, and the SSR in CP2077 is excellent when in effect. As soon as your viewing angle to the reflective surface is offset too much, the illusion completely breaks or your brain simply ignores what's missing.

Yeah SSR have issues. But for me it's still better than rtx reflection, mainly due to the performance consideration, and also due to RT reflection issues (smeary, making some stuff too shiny, etc)


While RT lighting and RT shadows only brings visual improvements. No visual issues. Or at least, I hadn't noticed any issues.
 
talking about grounded things in the world thanks to correct lighting, that's something that looks awesome with lumen in UE5

how the "light" propagation behaves is just a huge step up from anything seen previous gen (not counting RT on PC of course)


Aaaaaahhhh!

The polygon count, the lighting, the texture detail and the RT reflections.

That demo is really waay beyond anything we have seen so far on PC and consoles alike.

Death to cross gen!
 
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