Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

CD Projekt's Cyberpunk 2077 Update 2.0 + Phantom Liberty Expansion Thread

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,483
And DF video is up. Yep huge change. They completely removed all fake lights. It is huge difference compared to even Psycho RT mode from before and it fixed most of weird issues with lighting (like too bright people at times)


nVidia said:
Hey, guys, our new DLSS 3 will provide 1.5-2x the FPS performance! You'll be able to go way past what your hardware could normally afford and turn up details and stuff like FULL raytracing! What? No, it's only available on our 4000 series graphics cards... No, we only have the 4800 and 4900 out... Yes, they do cost 2000 bucks. What's your point?
 

racofer

Thread Incliner
Joined
Apr 5, 2008
Messages
25,746
Location
Your ignore list.
So, errm.... gameplay?
tIS0cU3.png
 

Konjad

Patron
Joined
Nov 3, 2007
Messages
4,554
Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
So this is what CD projekt fans polacks have gone into, graphics wank?

in other words, It's a the Polishtard equivalent of Bethesda.
Witcher = Morrowind
Witcher 2 = Oblivion
Witcher 3 = Skyrim
Cyberpunk = Starfield
 

EvilWolf

Learned
Joined
Jul 20, 2021
Messages
249
I imagine Nvidia tossed some incentive here. I mean, it's nice. Comes at the cost of selling your kidney to buy a 4090, but still.
And it will probably still barely hit 30 fps.
MAYBE you'll get 30 fps with the, currently unreleased, DLSS 4.0; at which point you will have to play the game on a big screen from your couch so the image doesn't look washed out and pixelated. "The Future Is Now!"
 

Skorpion

Educated
Joined
Jan 31, 2023
Messages
347
Do they intentionally put out their updates on eye-bleedingly bright yellow so that no one can actually read them?
If so thats actually smarter than I gave them credit for!
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,019
Path Tracing update is out

You'll find the list of changes for patch 1.62 below:

  • Path Tracing: Technology Preview
Added a Ray Tracing: Overdrive preset which includes the Path Tracing technology. You can enable the Ray Tracing: Overdrive preset in Settings > Graphics > Quick Preset, or just Path Tracing separately in Settings > Graphics in the Ray Tracing section. To make sure Ray Tracing: Overdrive Mode works correctly on your PC, update your NVIDIA Game Ready Driver to version 531.41 at minimum.

Additionally, we included an option to render path-traced screenshots in Photo Mode for other Ray-Tracing-capable graphics cards with at least 8GB VRAM. If your graphics card has more than 8GB VRAM and this option is still greyed out, it means you need to lower your in-game resolution. Note that the higher the resolution and the less powerful the GPU is, the longer it will take to take a screenshot (between a few seconds to several minutes). You can enable Path Tracing for Photo Mode in Settings > Graphics in the Ray Tracing section.

  • DLAA
Added NVIDIA DLAA, an AI-based anti-aliasing mode designed to improve image quality. DLAA requires a NVIDIA RTX graphics card. It can be enabled in Settings > Graphics in the NVIDIA DLSS section.
  • Intel XeSS
Added support for Intel Xe Super Sampling 1.1, an upscaling technology using machine learning to provide improved performance with high image quality. It can be enabled in Settings > Graphics in the Resolution Scaling section.
  • Benchmark improvements
Improved the Benchmark to display more information in the results screen, including PC specs, GPU driver version and selected settings.

-------------------------------------------------------------------------------------

Apparently 30fps @ 1080p for RTX3090 idk if this is with or without DLSS.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,019
someone made comparison.

From my own testing the biggest difference is actually on character faces. Without path tracing all characters had this "game look" and a bit too bright especially in shadows. Path Tracing completely fixes that.

 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,651

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,019
This speaks volumes of how CDPR's production pipeline is cobbled together and how disjointed locations are because some were outsourced to the team that did the unity heretic demo https://unity.com/the-heretic and those guys are working on their own game now.
Let me guess no weather and weathering implementation in sight.

I know you are insane but this doesn't make any sense.

1. Those worse looking screens are just effect of using normal game lighting without baking.
2. Game has prebaked GI that seems to be "dynamic" as it changes with time but creates issues down the line.
3. Night City is anything but disjointed.

The only alternative here to fix lighting to certain times (static lighting) and bake GI completely instead of weird baked/dymanic mix.

Or use path tracing like in this patch.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,651
This speaks volumes of how CDPR's production pipeline is cobbled together and how disjointed locations are because some were outsourced to the team that did the unity heretic demo https://unity.com/the-heretic and those guys are working on their own game now.
Let me guess no weather and weathering implementation in sight.

I know you are insane but this doesn't make any sense.

1. Those worse looking screens are just effect of using normal game lighting without baking.
2. Game has prebaked GI that seems to be "dynamic" as it changes with time but creates issues down the line.
3. Night City is anything but disjointed.

The only alternative here to fix lighting to certain times (static lighting) and bake GI completely instead of weird baked/dymanic mix.

Or use path tracing like in this patch.
Realtime tracing on clients scaling with distance is the insane thought here. The game is disjointed because it has high standard scenes you can count on one hand like the cinema and weather only in key scenes.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,019
Realtime tracing on clients scaling with distance is the insane thought here.

explain this line.

Are you talking about path tracing and scaling actually with whole distance instead of immediate surroundings ? Because it does that (last two shots show that path tracing works for whole scene and doesn't fall back to old methods with objects in distance). Which is super impressive.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,651
Realtime tracing on clients scaling with distance is the insane thought here.

explain this line.

Are you talking about path tracing and scaling actually with whole distance instead of immediate surroundings ? Because it does that (last two shots show that path tracing works for whole scene and doesn't fall back to old methods with objects in distance). Which is super impressive.
None of your comparisons show that, and it's impossible anyway. Unreal5.x will have noticable cascades too and both prerender and remote rendering will be better at this for a looooong while, so you won't get around a consistent production pipeline because "it just works".
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom