The Future of Gaming ? Cyberpunk 2077's Full Ray Tracing Technology Preview: Overdrive Mode

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Ohh. Path-tracing. All hail the PTX5090 @2000$ Play cyber punk 2077 in dlss3 with its glorified soap opera effect.
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H83:

In some scenes it looks better, in other it looks worse. But one "issue" is constant, everything is shiny as hell!
Looks arguably "better" but not necessarily realistic. If you look at the 2nd screenshot it's taken during the day and there's one large window with no curtain and you can't see anything since it's too dark. There's absolutely 0 way you would not see clearly anythjing there in real life. I have an appartment with large windows and if i open the curtain during a sunny day it doesn't matter where the sun is the whole appartment will be lighted. This screenshot looks like the sun light is not be diffused at all.
H83:

I think the most amazing aspect of RT is how hard Nvidia is pushing it and how they are convencing people that is a must buy feature, even if more than 80% of gamers can`t use it because they don`t have the hardware for it...
That's kind of the point. Old GPUs can run games at 1080p just fine. Gamers are slow to widely adopt higher resolution. Best way to sell new GPUS is to convince gamers that they need RT (i.e. new GPUs). Got a 1080 screen? It doesn't matter cause new cards for the most part can't run RT at a higher resolution. Have a 4k screen it doesn't mattter here's DLSS.
H83:

As for the future of gaming, consoles or streaming services will dictate that, not GPUs that cost 2.000€...
100% agree. Would not be possible for me to agree more.
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Don't forget the second factor too, not only the cost of needed gpus for promised immersion but we will need good game developers..
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MonstroMart:

Looks arguably "better" but not necessarily realistic. If you look at the 2nd screenshot it's taken during the day and there's one large window with no curtain and you can't see anything since it's too dark. There's absolutely 0 way you would not see clearly anythjing there in real life. I have an appartment with large windows and if i open the curtain during a sunny day it doesn't matter where the sun is the whole appartment will be lighted. This screenshot looks like the sun light is not be diffused at all. .
Actually that's not how light works at all. The outside will be far lighter than the space within the room and the way eyes and your brain work, it focuses on the brightest areas. If you had clear sight in to the dark areas your pupils would be far too open and you'd be blinded by glare. Secondly, you're not looking through an empty space, you;re looking through a window that reflects and distorts light so while you are correct that it wouldn't be blank, it would most likely show clear reflections from outside as if it was mirrored. That's why sun glasses have polarisation to cut that glare and reflection so you can see better through reflective surfaces such as glass and water on bright days.
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It looks closer to how a camera might look than your eyes. Imho in some scenes it just looks different vs better or worse.
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Trunks0:

It looks closer to how a camera might look than your eyes. Imho in some scenes it just looks different vs better or worse.
Not surprising since nvidia has only rewritten the renderer. It's impossible to adapt existing product to be coherent artistically with both approximated rasterized and actual raytraced lighting. Only way to do so, would've been to make it a separate product like Metro Exodus did with its Enhanced Edition, where they actually took time to redo all assets and areas in games to make proper use of the technology and made sure they look as intended by the artists.
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skacikpl:

Not surprising since nvidia has only rewritten the renderer. It's impossible to adapt existing product to be coherent artistically with both approximated rasterized and actual raytraced lighting. Only way to do so, would've been to make it a separate product like Metro Exodus did with its Enhanced Edition, where they actually took time to redo all assets and areas in games to make proper use of the technology and made sure they look as intended by the artists.
Yeah... probably right. Because some of these scenes kinda loose their ambience and look completely tonally different in the overdrive version. Which was already a minor issue with turning RT on in the first place, now it seems allot more prevalent. Oh well. Technically showcase if nothing else.
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Trunks0:

Oh well. Technically showcase if nothing else.
We won't be getting anything else within next 10 years either way. To even begin getting games that require RT in any form, consoles should've been probably twice as efficient with RT to begin with. And if game isn't built with RT in mind, then it's always an addon that doesn't get a proper artistic pass. Still, i won't deny NVIDIAs work here. This is first time they path traced an actual modern game, quake was ancient and had simplistic geometry, portal is only slightly less ancient by todays standards but still the geometry and scenes were just as simple. This is an actual open world game with millions of polygons on scene, post processes and so on and so forth. I still find it amusing that they decided to invest into upgrades of an engine that's officially being discontinued but it's still best effort they've made to date.
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James Frazer:

Actually that's not how light works at all. The outside will be far lighter than the space within the room and the way eyes and your brain work, it focuses on the brightest areas. If you had clear sight in to the dark areas your pupils would be far too open and you'd be blinded by glare. Secondly, you're not looking through an empty space, you;re looking through a window that reflects and distorts light so while you are correct that it wouldn't be blank, it would most likely show clear reflections from outside as if it was mirrored. That's why sun glasses have polarisation to cut that glare and reflection so you can see better through reflective surfaces such as glass and water on bright days.
I'm standing in my bedroom right now. The window is about the same size as the screenshot. It's sunny outside. I'm looking right at the windows and yup i can see the walls just fine. I understand what you mean but the black area in this screenshot is way too dark it's basically pitch black.
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MonstroMart:

I'm standing in my bedroom right now. The window is about the same size as the screenshot. It's sunny outside. I'm looking right at the windows and yup i can see the walls just fine. I understand what you mean but the black area in this screenshot is way too dark it's basically pitch black.
Agree. The window scene kind of reminds me of the RT lighting in Metro Exodus before Enhanced Edition.
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skacikpl:

We won't be getting anything else within next 10 years either way. To even begin getting games that require RT in any form, consoles should've been probably twice as efficient with RT to begin with. And if game isn't built with RT in mind, then it's always an addon that doesn't get a proper artistic pass. Still, i won't deny NVIDIAs work here. This is first time they path traced an actual modern game, quake was ancient and had simplistic geometry, portal is only slightly less ancient by todays standards but still the geometry and scenes were just as simple. This is an actual open world game with millions of polygons on scene, post processes and so on and so forth. I still find it amusing that they decided to invest into upgrades of an engine that's officially being discontinued but it's still best effort they've made to date.
Is it really being made by nVidia directly? Because this all makes allot more sense if that is true.
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Trunks0:

Is it really being made by nVidia directly? Because this all makes allot more sense if that is true.
There is no official confirmation but NVIDIA did PT versions of Q2/Portal themselves via their Lightspeed studios (Portal had some consulting job done by valve to ensure new PBR materials fit with original artistic vision and that's about it). It is known they actively assist in implementing RT in partnered titles and i highly doubt CDPR themselves would find it viable to invest paid work hours in implementing PT, that would be used solely on a fraction of PCs for a title that already generated majority of its lifetime sales on an engine that's officially being retired as a dead end that got forcibly "open sourced". It's also known that W3 originally had no HDR support because again, CDPR offhanded its initial implementation to Sony/MS for their "pro" consoles and didn't invest any internal resources into ensuring parity by implementing Windows 10 HDR support themselves at that point in time. I'm about 99.99% sure that PT renderer for CP is handled nearly entirely if not entirely by NVIDIA themselves. Last time i heard, RED Engine is still getting some upgrades for sake of the Phantom Liberty in some specific systems but i don't think it's rendering related.