Cyberpunk 2077 Patch Update: Introducing RT Overdrive & Path Tracing Technology Preview

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I feel like people aren't giving this the attention it deserves. Nvidia's combo of DLSS/FG/Denoising is giving us something like this years before they should have been able to with just RT hardware alone.
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37.81 fps average in the benchmark 1440p dlssp. Not a single, and I mean tiny hair, of a stutter. In game its going above 50 outside. Highest settings. Pathtracing ON. 3070 5800x3D 32gb
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ttnuagmada:

I feel like people aren't giving this the attention it deserves. Nvidia's combo of DLSS/FG/Denoising is giving us something like this years before they should have been able to with just RT hardware alone.
Yeah it's crazy to me. I've been on this forum since 2004. Tons of people over the years said we would never get real time raytracing in video games and now we are basically here. Obviously a few more issues to iron out but still - full raytraced lighting in a AAA title.. I think it's a landmark moment in graphics. The other kind of cool part about this implementation is that it should be fairly easy to scale the quality. When a 5090 comes out turn off dlss super res and you'll get more rays per pixel. 6090 comes out and cdpr can easily add a slider that allows you to double the rays per pixel. Same game but just by doubling the rays you can keep upgrading the quality for a few gens and keep it relevant.
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Denial:

Yeah it's crazy to me. I've been on this forum since 2004. Tons of people over the years said we would never get real time raytracing in video games and now we are basically here. Obviously a few more issues to iron out but still - full raytraced lighting in a AAA title.. I think it's a landmark moment in graphics. The other kind of cool part about this implementation is that it should be fairly easy to scale the quality. When a 5090 comes out turn off dlss super res and you'll get more rays per pixel. 6090 comes out and cdpr can easily add a slider that allows you to double the rays per pixel. Same game but just by doubling the rays you can keep upgrading the quality for a few gens and keep it relevant.
Holy crap we gonna still talk about this game when 6090 comes out? 😀 Hopefuly Witcher 4 in UE5 will out by that time and we'll talk about lumen and nanite instead.
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Undying:

Holy crap we gonna still talk about this game when 6090 comes out? 😀 Hopefuly Witcher 4 will out by that time and we'll talk about lumen and nanite instead.
Lol well I guess my point is it's a cool way that we can keep games graphically relevant going forward - if the devs give control over rays per pixel/number of bounces/etc as you get better hardware you can just increase those to get slightly more accurate lighting and perhaps "remaster" the game in a way, yourself. The same applies to Lumen honestly - arguably more so since their solution is way more "hacky" in an attempt to get more performance out of it.
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Denial:

Lol well I guess my point is it's a cool way that we can keep games graphically relevant going forward - if the devs give control over rays per pixel/number of bounces/etc as you get better hardware you can just increase those to get slightly more accurate lighting and perhaps "remaster" the game in a way, yourself.
Thats cool and all but other aspects of the game gets out dated. Accurate lighting isnt everything.
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Undying:

Thats cool and all but other aspects of the game gets out dated. Accurate lighting isnt everything.
Eh I disagree. In the 2000's I feel like we were in the "polygon" phase. Double polygon count and your game can look significantly better. In the 2008-2015 days I think it was more textures/shaders - doubling textures and adding some nice shading really made things pop, skyrim 2011 vs modded 4k texture skyrim for example. 2015 to now? It's all about lighting. Most games from 2015 onward have good enough models/textures/shaders where if you dropped in a new, complete lighting system that's RT based it would massively increase the graphics quality vs's like doubling any of the former. The former are already in a state And for games that already have RT support, it doesn't seem like a tough ask to say "hey can you just enable a slider that allows us to control bounce/rays per pixel so I can up it when I get new hardware" vs "Hey can you go back and take that 8 year old game and remaster all the models, textures, shaders, improve lightmaps, added x,y,z effects etc" - especially when you could just do both but one is way easier.
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what about real game changes/fixes?
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Denial:

Eh I disagree. In the 2000's I feel like we were in the "polygon" phase. Double polygon count and your game can look significantly better. In the 2008-2015 days I think it was more textures/shaders - doubling textures and adding some nice shading really made things pop, skyrim 2011 vs modded 4k texture skyrim for example. 2015 to now? It's all about lighting. Most games from 2015 onward have good enough models/textures/shaders where if you dropped in a new, complete lighting system that's RT based it would massively increase the graphics quality vs's like doubling any of the former. The former are already in a state And for games that already have RT support, it doesn't seem like a tough ask to say "hey can you just enable a slider that allows us to control bounce/rays per pixel so I can up it when I get new hardware" vs "Hey can you go back and take that 8 year old game and remaster all the models, textures, shaders, improve lightmaps, added x,y,z effects etc" - especially when you could just do both but one is way easier.
Im talking about game rendering in newer engine like UE5 where megascans, metahumans, lumen, nanite it all comes together and produce a game that looks "real". If you want a game that looks real you need to improve all other assets of the game not only slap RT on top of it.
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Steve from HUB @ twitter taking the piss... 😀 "Boy am I glad the RX 6500 XT supports ray tracing otherwise I'd be missing out on the new Cyberpunk 2077 RT Overdrive mode..." Running at 720p and FSR 2.1 ultra performance for the ultimate slide show. https://twitter.com/HardwareUnboxed/status/1645790014419378182
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Problem is, you cant tell a difference, unless u compare screenshots by sliding effect. But its nice and its good to see such tech ofc [youtube=xtZJNYLCaz8]
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HybOj:

Problem is, you cant tell a difference, unless u compare screenshots by sliding effect. But its nice and its good to see such tech ofc [youtube=xtZJNYLCaz8]
When i watched gamers nexus benchmark there was a blind test which is which. I was totally wrong count not tell the difference between rt and pt. Then he mention look pt is little more brighter scene and yet both had no reflections on the windows inside. Maybe next update...
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HybOj:

Problem is, you cant tell a difference, unless u compare screenshots by sliding effect. But its nice and its good to see such tech ofc [youtube=xtZJNYLCaz8]
To me the difference is most obvious in the shadows/GI grounding and light coloration from the bounce with neon lights. When you're comparing against the existing RT implementation there isn't that much of a difference because most of cyberpunk was raytraced anyway - you're just getting a higher degree of accuracy, additional robustness (lot of the blocky buggy patching is gone) and more lights put in the system.
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Alessio1989:

what about real game changes/fixes?
You crazy foo, no hardware sales involved there, in fact that means more people with what they already have could enjoy it more, nah cpdr ain't in that business.
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Ryzen 7 5800x RTX 3090 Native resolution: 2560*1440. DLSS 2: Performance, no frame generation Settings: all settings at max, path tracing included. Benchmark result: 64 fps average, 55 fps minimum. Wattage: 550 W (420 GPU, 70 CPU, 60 W rest) Laptop i9 13900HX RTX 4090 Laptop (4080 desktop, 175 W) Same settings: 49 fps average, 40 minimum -> 2560*1600; 2560*1440 53 fps average, 43 fps minimum Wattage: 290 W (170 GPU, 70 CPU, 50 W rest) Same laptop, same settings BUT Frame Generation ON, 83 fps average, 65 fps minimum. -> 2560*1600 2560*1440 -> 90 fps average, 66 fps minimum Same wattage. RTX 3090 with 420 W is more powerful than 4090 laptop with 175 W (max) Both systems are impressive.
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^^^550 watts!!!....... my oil heating radiator pulls that at half settings heating the room. Lol
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Denial:

Yeah it's crazy to me. I've been on this forum since 2004. Tons of people over the years said we would never get real time raytracing in video games and now we are basically here. Obviously a few more issues to iron out but still - full raytraced lighting in a AAA title.. I think it's a landmark moment in graphics. The other kind of cool part about this implementation is that it should be fairly easy to scale the quality. When a 5090 comes out turn off dlss super res and you'll get more rays per pixel. 6090 comes out and cdpr can easily add a slider that allows you to double the rays per pixel. Same game but just by doubling the rays you can keep upgrading the quality for a few gens and keep it relevant.
This is not about being against RT or anything like this, it`s being against implementing stuff that is just too demanding for current hardware. This is very cool as a concept demo for future RT games but that`s it, it`s unplayble for 99% of gamers and it will continue to be for the next 2 or 3 generations. Even worse, although the RT effects look amazing in some instances, it doesn`t transform the game so much that makes us say "wow, this is amazing"!. And this happens because just using RT without improving every other graphical doesn`t transform the game visually. Using Cyberpunk as an example, with path tracing the lighting improves, sometimes just a little, other times a lot, but in the end the difference is not that big because the textures, assets and so on remain all the same, so they improved a part of the game while everything else remains the scene. Also, we aldeady had some amazing demos showcasing the future of games, like U4 that showed much better graphics than this 8 or 10 years without using RT, if i`m not mistaken, but no games look like that amazing demos. Why? Because they are too demanding for current hardware, just like this. In the end i think Crysis was more amazing and more important than this because it presented a game with fantastic graphics in every department, that people could play at the moment of release, even it was also demanding as hell. So, it`s not a case of hating RT or anything like, it`s just a case of being too soon to push RT this hard on current hardware.
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Well, it does look amazing. One thing I did not expect but have come to realise is how much RT adds a sense of depth to a scene. But... Halved my fps down to 45fps (5120x1440) with DLSS2 and 25fps with no DLSS. Probably will be very playable on a 6090!
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I think that now is the right time to push RT/PT as it will take some further generational changes and hardware evolution to "get there". Whether or not we choose to invest at this point is a different matter, but we are moving towards another way of rendering 3D worlds and I think that's really exciting. Right now, implementing RT/PT with current GPU tech (and for the foreseeable) will mean compromises as we are still very much in the age of rasterisation. This is no bad thing, but it does require an extraordinary amount of work, smoke and mirrors from developers in order to produce the sort of (non-RT) visuals we have become accustomed to over the years. As crazy as it may sound, a "purer" PT rendering pipeline is arguably much easier to implement, maintain, and scale. Or it will be when underlying hardware is a little more performant and less constrained by the issues faced when attempting to straddle the line between rasterised and RT/PT-generated visuals (or the marriage thereof). I've been pleasantly surprised by how far the technology has come in the last couple of generations and it's actually progressed further than I expected. Despite the negative feedback and derision from some corners of the gaming and technology world, I do think that this is quite an achievement and it only fuels my excitement for what's to come. I can't wait to see what we can come up with over the next few years.