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Cyberpunk 2077 Ultra performance

People with weak systems, or underpowered consoles from 2013, but that's to be expected. There are limits to the miracles game developers can perform, even if Joe Public doesn't want to acknowledge it.
If you ignore the puddles and fancy lights it's very basic because it is not always rendering the highest quality details so if you have a gpu/system weak on memory bandwidth you will see the transitions.
I think you should replace miracles with hacks. Even on PC at a distant crossroad you will see 2d car models.
And its not just because my system is a potato.

watch @Gregster video from 26seconds. and check the wine coloured car load in when he turns.
This is happening all around you in this game.

This is the worst case scenario on CP2077 on a 2080Ti. Still happy with frames and certainly felt smooth


and a bonus 2d car, looks like the model that was used on driver 2

driver-2-07.png
 
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"Felt Smooth" While running on a 2080 TI and I can actually see the frame rates drop in the game without even looking at your frame counter

I've played Cyberpunk most of the week and no 45fps does not feel smooth, it actually feels ummm dragged behind? Once they optimize it hopefully, and I can cap 60+ I'll be happy :D
 
If you ignore the puddles and fancy lights it's very basic because it is not always rendering the highest quality details so if you have a gpu/system weak on memory bandwidth you will see the transitions.
I think you should replace miracles with hacks. Even on PC at a distant crossroad you will see 2d car models.
And its not just because my system is a potato.

watch @Gregster video from 26seconds. and check the wine coloured car load in when he turns.
This is happening all around you in this game.



and a bonus 2d car, looks like the model that was used on driver 2

driver-2-07.png
I decided to leave this game for now and will revisit when the many bugs have been fixed. Just started playing Red Dead Redemption 2 so that will keep me occupied for a while.
 
Digital foundry settings are the way to go for maximum performance and minimal quality loss. IMHO, the only exception I found is that I prefer to have RT shadows on, otherwise, the shadows are a bit eh. Regarding Ultra vs medium, I believe medium was the way to go.

Anyone running this game on a 3070 with 3440x1440 res? Am I the only one who thinks this game uses more than 8GB VRAM at times for this resolution? I honestly went for this card purely for the launch of cyberpunk as my GTX 1080 was enough for me on most games but I knew I had to prepare for ray tracing in this game.

Either way, despite the VRAM cap sometimes dropping my frames, this game is the best looking game I've seen since RDR2 or something. The RT on effects give so much immersion. Reminds me of the skyrim/oblivion days where I would search for those "immersion" mods just to get more immersive lighting etc. Except it's the default game lighting... And ray traced... So nice!
 
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and a bonus 2d car, looks like the model that was used on driver 2

All the vehicles more than about 100m away are 2D - the ones going left to right in the background are all 2D (if you look closely while zoomed in when playing you can see them approach so far then just dissapear at the boundary where 3D vehicles are used).
 
Better than native!

:p

Unfortunately I did the blind that and preferred sample C which turns out is DLSS off. That said I'm very short sighted and have eyesight corrected to razor sharp. Something observed by the optician, short sighted prior hate any bluriness.

You'd be answered how many people with "normal" sight are either short or long sighted. Not enough to affect everyday life but definitely can't see think as sharp as they imagine.
 
All the vehicles more than about 100m away are 2D - the ones going left to right in the background are all 2D (if you look closely while zoomed in when playing you can see them approach so far then just dissapear at the boundary where 3D vehicles are used).
Some people seem to think that's only a "feature" on the console version though.
At 2m distance the game looks great but outside 2m the game starts to aggressively scale towards a PS2 game. Any latency in rendering and the game will look a complete mess as you move around due to constant streaming/culling.
 
Some people seem to think that's only a "feature" on the console version though.
At 2m distance the game looks great but outside 2m the game starts to aggressively scale towards a PS2 game. Any latency in rendering and the game will look a complete mess as you move around due to constant streaming/culling.

It is definitely doing it on the PC version even with all setting maxed.
 
It is definitely doing it on the PC version even with all setting maxed.
The famous blurry character detail you see from the consoles is actually on pc too. Except most systems the transition happens quicker while I imagine the PS4/xbone has either ran out of memory and can't load the higher detail model or the transition is extremely delayed or both. I created a huge traffic jam at a junction(on pc) and the game was constantly switching models from high to low detail (and deleting them)and back to high detail as I rotated the camera slowly.

Of course with the game being so bad on console it could be a long time before we see as major update on pc.
 
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Unfortunately I did the blind that and preferred sample C which turns out is DLSS off. That said I'm very short sighted and have eyesight corrected to razor sharp. Something observed by the optician, short sighted prior hate any bluriness.

You'd be answered how many people with "normal" sight are either short or long sighted. Not enough to affect everyday life but definitely can't see think as sharp as they imagine.
I was being sarcastic. I always found that statement to be silly.

That said I do like DLSS 2.0 or at least the implementation of it in Cyberpunk 2077 anyway. Hopefully we get it in more games and not just a select few each year.
 
Did the file config changes as seen on YT and my system is now playing it at 60fps plus on ultra at 2k. Been quite smooth for me tbh only had to drop one thing down (cascading shadows range to med) everything else is on high or ultra)
 
Doing what I need of it.

Shame Cyberpunk is a bit of a let down - I'm just playing it at 1440p on my normal gaming monitor - though I was somewhat tempted to get a good enough GPU to play it on my 4K monitor (plus HDR is kind of broken in the game anyhow and doesn't really make good use of my 4K monitor).

I have read other comments about HDR being broken.

But for me it's the complete opposite, the HDR is looking far better than any other game or movie I have seen.

It's the first game I seen that manages to keep the blacks jet black and dark scenes perfect while having the lights look amazing and highlights popping off the screen, even when both are happening at the same time.

I never knew how good HDR could be on my screen until playing this.

The settings I use, 1500nits , 100 paper, and then turn the other all the way down to 1.4.

I wish all games let you adjust the curve like this. Seems to bring my screen to life past what I thought it was capable of.
 
I was being sarcastic. I always found that statement to be silly.

That said I do like DLSS 2.0 or at least the implementation of it in Cyberpunk 2077 anyway. Hopefully we get it in more games and not just a select few each year.

Yes I think its best application is if you want RT on but don't have the GPU power to drive it. Its very existence is proof that is still very early days for ray tracing. I imagine it's not cheap to implement so I'm expecting to only see it for the AAA, very profitable games.
 
That was a good watch. So now that developers can quickly produce a lot of micro detail in textures, we now have DLSS to blur it to oblivion.

On a slightly more serious note, while i still wouldn't use it (I like my fine detail), I can understand why people do. I still think that running ultra detail with DLSS is an Oxymoron though (Just admit that IQ is a low priority and stick it on high or even medium already).

A significant proportion of the advantages in the video from DLSS seem to relate to just being a better version of AA, when it isn't wrecking texture detail. I really hope that someone takes this and figures out how to implement it into native rendering. Maybe someone could test CAS out at native res and see if works well to smooth out edges.
 
That was a good watch. So now that developers can quickly produce a lot of micro detail in textures, we now have DLSS to blur it to oblivion.

On a slightly more serious note, while i still wouldn't use it (I like my fine detail), I can understand why people do. I still think that running ultra detail with DLSS is an Oxymoron though (Just admit that IQ is a low priority and stick it on high or even medium already).

A significant proportion of the advantages in the video from DLSS seem to relate to just being a better version of AA, when it isn't wrecking texture detail. I really hope that someone takes this and figures out how to implement it into native rendering. Maybe someone could test CAS out at native res and see if works well to smooth out edges.
The DLSS quality option is decent to be fair, sure it's still a downgrade from native with the blur but it provides enough of an uplift to allow some form of ray tracing though on GPU power.

The other DLSS options look terrible though, so i could only ever see myself using the Quality setting.
 
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