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https://www.eurogamer.net/articles/...77-next-gen-patch-the-digital-foundry-verdict
Cyberpunk 2077's next-gen patch tested on PS5 and Xbox Series consoles
The Digital Foundry verdict.
Welcome back to Cyberpunk 2077, a game transformed for PlayStation 5 and Xbox Series consoles. The prior 'back-compat plus' versions of the game yield to a brand-new rendition based on current-gen SDKs, allowing CD Projekt RED to fully tap into the capabilities of the new wave of consoles. This is a game with a troubled history and this new 1.5 upgrade delivers both 30fps ray tracing and an enhanced 60fps performance mode, combined with other current-gen improvements such as improved loading times - but how much of an upgrade do users actually get?
First up, it's worth addressing the elephant in the room: Xbox Series S. There's no dressing this one up, the junior Xbox has no graphics toggle at all and is set to simply run at a dynamic 1440p, at 30 frames per second. In pixel counts that's actually a range of between 2304x1296, up to 2560x1440 based on my testing. Purely on a surface level here it's a shame to see it miss out on a 60fps mode (CDPR says it's investigating adding it) but equally, no ray tracing features are enabled either. Still, the overall quality of life improvements on patch 1.50 do make Cyberpunk more playable - just don't expect any revolutionary boosts to its visuals in this case. For that, we have to turn back to PS5 and Series X, where for the first time on console, ray traced shadows are enabled, working in combination with improved screen-space reflections.
Despite talk of 4K, our tests strongly suggest that the RT modes on both consoles render at a native 1440p. Dynamic resolution scaling may be in effect, but all results on all consoles deliver the same value in every scenario - which raises the question: what does RT actually do? Outdoors, the impact of RT shadows is fairly muted to the point where even in direct head-to-head comparisons, you may have trouble noticing the difference between the quality and performance modes. Indoors, it's a different ball game, where sharp directional lighting can really demonstrate the upgrade. RT produces more realistic shadows, following the real-world logic where the further an object is from the light source, the more diffuse the outline becomes. The same goes for vehicle barriers, small items around V's apartment and even the pillows on their bed. The effect is often subtle. In select spots though, shadows fully envelope a scene to create an obviously richer, deeper image.
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