Soldato
- Joined
- 6 Jan 2012
- Posts
- 5,504
Good test for my 3080, but not impressed by the game at all, what a cheesy joke. Anyone else in this boat?
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Gonna post on this again. Since sorting the above out I've had a couple of days at Cyberpunk. The step up from my 1070 to a 3080 is brilliant.
Still undecided whether to play it at 4k 60 or 1440p 90(ish), have it on the latter at the moment.
I know having it on ultimate is the aim of the thread but a couple of tweaks to the settings has it running mint.
Did a bit of undervolting and testing, anything over 1900mhz is pretty much negligible on performance in respect of FPS, undervolted to 875 : 1905 not one crash..
Gonna post on this again. Since sorting the above out I've had a couple of days at Cyberpunk. The step up from my 1070 to a 3080 is brilliant.
Still undecided whether to play it at 4k 60 or 1440p 90(ish), have it on the latter at the moment.
I know having it on ultimate is the aim of the thread but a couple of tweaks to the settings has it running mint.
Did a bit of undervolting and testing, anything over 1900mhz is pretty much negligible on performance in respect of FPS, undervolted to 875 : 1905 not one crash..
Interesting tests vis-a-vis CPU performance for RT:
https://www.pcgameshardware.de/Rayt...acing-CPU-Cost-Benchmarks-Frametimes-1371787/
[RayTracing]
GeometryUpdateBufferSizeMB = 512
ScratchBufferSizeMB = 256
DeflickerStrength = 0.000000
TracingRadiusReflections = 800.000000
VisibilityCullingRadius = 800.000000
VisibilityFrustumOffset = 120.000000
DynamicInstanceUpdateUseHalfFloat = true
EnableShadowCasadesOptimization = true
DynamicInstanceUpdateBatchSize = 60
DynamicInstanceUpdateNumMax = 10
MaterialProxyNumMax = 2048
MaterialProxyUpdateNumMax = 32
TransparentReflectionEnvironmentBlendFactor = 0.700000
LocalLightNumMax = 16
LightGridSize = 4
[RayTracing/Reflection]
AccumulationSpeed = 0.02000
RoughnessThreshold = 0.85000
[RayTracing/Multilayer]
ResolutionScaleEnable = 1
ResolutionScale = 0.010000
ResolutionScaleNormalFactor = 0.010000
[LevelOfDetail]
DecalsHideDistance = 40.0
[Streaming]
DistanceBoost = 42.000000
Good test for my 3080, but not impressed by the game at all, what a cheesy joke. Anyone else in this boat?
Decided to do some more benching, in the interest of clarifying my CPU limits better. The game performance with RT on has improved quite a bit with the last two patches, at least for me.
System
- i7 6800K @ 4 Ghz
- RX 6800 (Wattman: Core limit 2394 Mhz / 1025mv, Mem 2110 Mhz + fast timings, +15% to power limit)
- 2x8 GB DDR4 @ 3000 Mhz (16-18-18-36)
- Game running from a crappy sata SSD
- Cyberpunk 2077 v1.31
- AMD Adrenalin 21.10.2
Raster Settings
- Kept the same through all tests
- Crowd Density: High
- Slow HDD mode: On
- FOV: 100
- HDR PQ: On
- ContactShadows: On
- FacialTangentUpdates: On
- Anisotropy: 16
- ShadowMeshQuality: High
- LocalShadowsQuality: High
- CascadedShadowsRange: High
- CascadedShadowsResolution: High
- DistantShadowsResolution: High
- VolumetricFogResolution : Ultra
- VolumetricCloudsQuality: Medium
- MaxDynamicDecals: Ultra
- ScreenSpaceReflectionsQuality: High
- SubsurfaceScatteringQuality: High
- AmbientOcclusion: Low
- ColorPrecision: High
- GlobaIlluminationRange: High
- MirrorQuality: High
- LODPreset: High
Info
- From Skyline East to MLK & Brandon sprinting, 60s run (see pic)
- Time of Day was 12pm to 1pm; clear weather
- The 50% is through static FidelityFX on
- Radeon Image Sharpening is ON in AMDCP
- I had one tab with youtube (360p) running in the background as I was listening to something, Brave Browser
- I also had the following settings in an ini file, but don't know if they loaded and not sure if they reset as I change settings:
Code:[RayTracing] GeometryUpdateBufferSizeMB = 512 ScratchBufferSizeMB = 256 DeflickerStrength = 0.000000 TracingRadiusReflections = 800.000000 VisibilityCullingRadius = 800.000000 VisibilityFrustumOffset = 120.000000 DynamicInstanceUpdateUseHalfFloat = true EnableShadowCasadesOptimization = true DynamicInstanceUpdateBatchSize = 60 DynamicInstanceUpdateNumMax = 10 MaterialProxyNumMax = 2048 MaterialProxyUpdateNumMax = 32 TransparentReflectionEnvironmentBlendFactor = 0.700000 LocalLightNumMax = 16 LightGridSize = 4 [RayTracing/Reflection] AccumulationSpeed = 0.02000 RoughnessThreshold = 0.85000 [RayTracing/Multilayer] ResolutionScaleEnable = 1 ResolutionScale = 0.010000 ResolutionScaleNormalFactor = 0.010000 [LevelOfDetail] DecalsHideDistance = 40.0 [Streaming] DistanceBoost = 42.000000
Results
- 720p & 720p 50% are the only results with no raytracing active, done so as to determine the CPU limit.
- The changes for RT settings are next to each item. If said setting is used by itself then only it is mentioned, the only combo of RT settings is "all", i.e. shadows and reflections and lighting (medium/ultra/psycho). For resolution tests with RT all of them were enabled and lighting was at Psycho.
Image Comparisons for RT effects:
https://imgsli.com/NzY3MjI
Album: https://www.flickr.com/photos/87424622@N05/albums/72157720002430198
Conclusion
For a 6800: If you want to turn on RT in this game then 1080p is a good all around resolution, especially if you keep RT L at medium. If you have a VRR display then you can go to Psycho, or maybe drop resolution down to 900p. The softness of the image even on a 4K screen is not too bad actually. 1260p is a nice resolution where you can pretty much cap at 30 fps and still have a "crisp" image. With no RT I can do 75% of 4K and maintain 60 fps pretty easily, while also bumping up AO to High & SSR to Ultra. If you only want to use a singular effect, like RT Reflections or Lighting medium, then 1080p 60 fps is doable, or >40 fps for 1440p (neither shown here but tested by me some other time).
Yeah the visuals were fine, 4K RT looked sweet, but i kept skipping the crap dialogue bits and probably missed clues and stuff. In the end just gave up.I personally loved the game- But then again, I have a 5900X + RTX 3080 and a massive AW3821DW Ultrawide... Need to play it again since its been a while#~!
Did some more tests, at 768p, again exploring CPU performance & settings scaling. Most interesting is just how HUGE the performance impact of greater crowd density is. Where I didn't mention it explicitly the crowd density is at high.
Wait why am i seeing 2fps and 5fps screenshots? I am confused to what I am looking at here Nativem, DLSS, FSR?