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

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,268
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
1,712
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
16,268
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
1,712
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".
 
Joined
May 6, 2009
Messages
1,876,740
Location
Glass Fields, Ruins of Old Iran
  • 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.
The RTX update is the star of the patch but according to intel's site this works for non intel cards too and doesn't sound like it demands an expensive gpu.

edit: found video

 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,712


2. Game has prebaked GI that seems to be "dynamic" as it changes with time but creates issues down the line.

It's a not bake it's realtime voxel GI, ultra coarse, and reflection probes are bake. Funnily a baked GI would both look better and would be fast enough and not objectionable for a game with key scenes, yet in the end they went realtime and Sony pulled the game. Now doubling down. And I thought they were kinda smart for porting W3 to switch with static shadowmap,looks like those werent these guys,lol.
 

ferratilis

Arcane
Joined
Oct 23, 2019
Messages
2,906
Nice upgrade, 600 bucks all day.
image.png
 

502

Learned
Joined
Mar 28, 2020
Messages
307
Location
Ankara
The update worsened my performance using the exact same graphic settings as before. Didn't even bother to try path tracing.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,268
Wait what. Did you digitally alter that? Is that really what it does to her skin tone?

Nah man you trolling, there's no way.

She was incorretly lit in first place (same as person who walks near her). This is what I was talking about. The shit she wears has some incorrect material properties that worked fine in normal lighting but needs to be updated for path tracing. There are few other ones like some caps on people heads.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,268


2. Game has prebaked GI that seems to be "dynamic" as it changes with time but creates issues down the line.

It's a not bake it's realtime voxel GI, ultra coarse, and reflection probes are bake. Funnily a baked GI would both look better and would be fast enough and not objectionable for a game with key scenes, yet in the end they went realtime and Sony pulled the game. Now doubling down. And I thought they were kinda smart for porting W3 to switch with static shadowmap,looks like those werent these guys,lol.

Is it though ? I mean you can find scenes in which clearly GI cuts off completely and different kind of GI starts. This means GI is baked and not voxel based. It's not completely static like I said as it can change how it looks depending on time of day.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,712


2. Game has prebaked GI that seems to be "dynamic" as it changes with time but creates issues down the line.

It's a not bake it's realtime voxel GI, ultra coarse, and reflection probes are bake. Funnily a baked GI would both look better and would be fast enough and not objectionable for a game with key scenes, yet in the end they went realtime and Sony pulled the game. Now doubling down. And I thought they were kinda smart for porting W3 to switch with static shadowmap,looks like those werent these guys,lol.

Is it though ? I mean you can find scenes in which clearly GI cuts off completely and different kind of GI starts. This means GI is baked and not voxel based. It's not completely static like I said as it can change how it looks depending on time of day.
You need to realize movie quality cgi is >4 hours per frame and that's not even 4k resolution on ~10.000 cpu, and "only" ~16 SSAA.
Just because games reuse previous frames and smear frames together with denoisers that's not a "leapfrog" moment,lol, more like NOKIA moment if you ask me. It's realtime voxel based theres cutoff because it's so coarse and full of discrete steps.
 
Joined
Dec 24, 2018
Messages
1,898
I can play for a few minutes before crashing. Seems to mainly happen in menus but I've had it happen other times as well. Clean install, no mods, settings cleared too. Clean driver reinstallation with the latest ones on the 13th. Somewhat annoyed.
 

WhiskeyWolf

RPG Codex Polish Car Thief
Staff Member
Joined
Nov 4, 2007
Messages
14,991
I can play for a few minutes before crashing. Seems to mainly happen in menus but I've had it happen other times as well. Clean install, no mods, settings cleared too. Clean driver reinstallation with the latest ones on the 13th. Somewhat annoyed.
If you are having the same thing that I had then it's a bug with one of the graphical settings, although I don't remember which one it was exactly. The game would crash randomly, but using the map would hasten the process.

Not home right now so can't check the game.
 
Joined
Dec 24, 2018
Messages
1,898
I can play for a few minutes before crashing. Seems to mainly happen in menus but I've had it happen other times as well. Clean install, no mods, settings cleared too. Clean driver reinstallation with the latest ones on the 13th. Somewhat annoyed.
If you are having the same thing that I had then it's a bug with one of the graphical settings, although I don't remember which one it was exactly. The game would crash randomly, but using the map would hasten the process.

Not home right now so can't check the game.
Must be a different thing, I tried setting every graphics setting to the minimum available and everything that could be off, turned off. Still crashing. Unless it's a setting that needs to be on some specific level that isn't minimum/off.
 

WhiskeyWolf

RPG Codex Polish Car Thief
Staff Member
Joined
Nov 4, 2007
Messages
14,991
I can play for a few minutes before crashing. Seems to mainly happen in menus but I've had it happen other times as well. Clean install, no mods, settings cleared too. Clean driver reinstallation with the latest ones on the 13th. Somewhat annoyed.
If you are having the same thing that I had then it's a bug with one of the graphical settings, although I don't remember which one it was exactly. The game would crash randomly, but using the map would hasten the process.

Not home right now so can't check the game.
Must be a different thing, I tried setting every graphics setting to the minimum available and everything that could be off, turned off. Still crashing. Unless it's a setting that needs to be on some specific level that isn't minimum/off.
I think it was this, but I think it may have been fixed already.

https://www.reddit.com/r/cyberpunkg...crashes_when_exiting_all_kinds_of_menus_like/
 
Joined
Dec 24, 2018
Messages
1,898
I can play for a few minutes before crashing. Seems to mainly happen in menus but I've had it happen other times as well. Clean install, no mods, settings cleared too. Clean driver reinstallation with the latest ones on the 13th. Somewhat annoyed.
If you are having the same thing that I had then it's a bug with one of the graphical settings, although I don't remember which one it was exactly. The game would crash randomly, but using the map would hasten the process.

Not home right now so can't check the game.
Must be a different thing, I tried setting every graphics setting to the minimum available and everything that could be off, turned off. Still crashing. Unless it's a setting that needs to be on some specific level that isn't minimum/off.
I think it was this, but I think it may have been fixed already.

https://www.reddit.com/r/cyberpunkg...crashes_when_exiting_all_kinds_of_menus_like/
Different issue then; I had those settings on max before, and turning them back to max didn't help it. Thanks, though.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,268
Playing campaign from start to see how path tracing changes things. Will be posting comparisons.

The biggest winner so far is character detail. On Ultra game looked great. With RT Ultra it provided much needed self shadows but path tracing completely changes how characters can look in game. It is kind of ridiculous change. Moreover screenshot below is in SDR as HDR takes it to another level.

Studio_Project_1.gif
 

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