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Cyberpunk 2077 Ultra performance

Game doesn't have bullet impacts as standard - I've not got around to adding bullet impacts that render correctly with RTX yet so it is a bit ugly but will suffice to demonstrate

NPrw1E7.jpg


One of the things that really stands out for me as well is the reflected scattered light

Aothpda.jpg


(Ignore the shell casings are floating and an old model with 8bit colour skins and not using RTX materials - I'm still very much prototyping)



The nice thing is you aren't limited to planes, etc. any object can have real time, accurate, reflections from all angles, etc. (though there is a limit currently on reflections of objects with refraction/reflections and/or multiple levels of transparency).
Fair enough at least you see something changing in the reflection unlike what you see in Control.
 
The Witcher 3 is getting on now. The lighting in particular is very flat.

Objectively, Cyberpunk 2077 looks much better than Witcher 3.

I was purely talking about the water effects. In W3 the water has ripples and scattered light compared to the flat lifeless crap in CP2077.
 
Why fanboy, does that then make you just another tech. hater? I agree fluid should act like fluid and is constantly overlooked. I found the recent Doom games to be very flat for the same reason. I had a look at the water yesterday and find it to be the worst implementation since...

I find it odd that Nvidia didn't use FluidFX for the larger bodies of water.
Lol really? Just another tech hater?

Forgive me for not being blind and for objectively giving my opinion. I gave you a clear advantage of RT on Vs off in cyberpunk but I'm a tech hater?

You could not even objectively comment on the 2 images I posted. You just jumped straight over them because I said the game has no water effects.

The world in cyberpunk is a hybrid between GTA V and GTA 3 (I could have put GTA 1 here)with some ray tracing effects thrown on top. Some parts look amazing and others are ridiculous for a game made this decade.

Try to look past the Nvidia logo that pops up when you play the game.
 
Fair enough at least you see something changing in the reflection unlike what you see in Control.

Aside from Quake 2 nothing uses a good implementation so far - Quake 2 gives a bit of a glimpse of what is possible if you bin off having to accommodate people running the game without advanced RT hardware. CP2077 is largely underwhelming on the RT front while having much of the performance hit of if the game was fully path traced if not more so - albeit right now that level of performance would come with some compromises still namely less than ideal denoising.
 
Aside from Quake 2 nothing uses a good implementation so far - Quake 2 gives a bit of a glimpse of what is possible if you bin off having to accommodate people running the game without advanced RT hardware. CP2077 is largely underwhelming on the RT front while having much of the performance hit of if the game was fully path traced if not more so - albeit right now that level of performance would come with some compromises still namely less than ideal denoising.
Yes Quake 2 looks like the real deal. Far ahead every other game in RT. Let's hope that soon we will see new games using that level of implementation.
 
Lol really? Just another tech hater?

Forgive me for not being blind and for objectively giving my opinion. I gave you a clear advantage of RT on Vs off in cyberpunk but I'm a tech hater?

You could not even objectively comment on the 2 images I posted. You just jumped straight over them because I said the game has no water effects.

The world in cyberpunk is a hybrid between GTA V and GTA 3 (I could have put GTA 1 here)with some ray tracing effects thrown on top. Some parts look amazing and others are ridiculous for a game made this decade.

Try to look past the Nvidia logo that pops up when you play the game.

Ah so it's Nvidia that's behind the hate again, very good.

I've already said in another post that the fluid effects are awful. They should have used Fluidworks/Flex. I'm glad I've not had any water skiing missions so far. As far as GTA goes that was a fun series early on, but never once did it look anything other than a computer game.
 
Ah so it's Nvidia that's behind the hate again, very good.

I've already said in another post that the fluid effects are awful. They should have used Fluidworks/Flex. I'm glad I've not had any water skiing missions so far. As far as GTA goes that was a fun series early on, but never once did it look anything other than a computer game.
What hate? Having a different opinion to you is not hate. Cyberpunk is also a computer game.
 
But try that in CP. Find a reflective surface and do some destruction on the scene and see if the destruction gets reflected. If it does, then it is a big step ahead.

I'm 99% sure it does geometry, but no idea about decals. I'll play a little this afternoon.

This pic has dancing 3D hologram, which the reflection keeps up with.

pAO5cY6.jpg
 
Quake rtx is not a good example of pathtracing.

Yes and no - Quake 2 RTX is a good demonstration that we are much closer to it being feasible at an acceptable quality for gaming than a lot of people allow for - sure it won't compete with a fully featured offline renderer but it can still produce good results for video game levels of fidelity and one of the advantages is if implemented properly then as faster hardware becomes available the quality can increase even in older RT titles that use a fully path traced approach to implementation.

There are a lot of limits to my artistic abilities as well as many areas the Quake 2 engine just holds things back and stuff like caustics in Quake 2 RTX are fast approximates and/or incomplete implementations because the stock maps simply make no use of some of the features but it can do a lot better than people allow:

xo0tz8r.jpg


EDIT: If I get some free time later on today I will try and produce something like that scene in the video you linked to https://youtu.be/LAsnQoBUG4Q?t=531 with the Quake 2 path tracer to demonstrate both strengths and weaknesses of it.
 
I'm 99% sure it does geometry, but no idea about decals. I'll play a little this afternoon.

This pic has dancing 3D hologram, which the reflection keeps up with.

pAO5cY6.jpg
It is normal for that dancing hologram to be reflected, it is like reflecting a NPC that walks nearby. Look at the Quake 2 example above, the scene is altered and the bullet holes get reflected, that is something different because it means everything is RT not just the dynamic objects. Even the chair legs reflections are blackened by that buggy thing around bullet holes and you can also see that in the reflection. Now that is very impressive it will be cool if CP can do the same thing (minus the buggy thing of course).
 
Then why bring Nvidia in to it? What I've been discussing is how much RT (physics based lighting) brings to a scene.

Well it's only enabled for Nvidia and the game is sponsored by them. So combined with the normal fanboys for cyberpunk we have the Nvidia fanboys for cyberpunk. Based on your troll of the RDNA(2) thread I put you in the Nvidia fanboy category.
 
I'm 99% sure it does geometry, but no idea about decals. I'll play a little this afternoon.

This pic has dancing 3D hologram, which the reflection keeps up with.

Some stuff is and some stuff isn't reflected in real time - the lighting isn't properly rendered from the perspective of the reflection in many cases and some visual effects are missing from objects that are in the reflections. Pickup and carry a body to a reflective surface and see what you see LOL.
 
Here you go, I've made a comparison slider of your 2 images so all the people saying it only changes reflections can eat their words.

https://imgsli.com/MzU1NjI

RT changes the whole scene, almost everything changes thanks to the realistic lighting/shadowing
Oh lordy I've just looked at this and honestly assumed on was off and vice versa. I did joke to myself that on looks better then dismissed the idea. I can't wait to play this game in a couple of years when it's finished and I can get a card
that may or may not allow me to enjoy RT at 4k native. Surely if they keep refining it it'll look and play well by this time next year without the huge performance hit for slightly better (I've seen some bits that do look enticing) visuals.
 
At first glance I thought the one on the right was RT ON since it looked better with more realistic shadows. It turns out the RT ON is the one on the left and that looks washed out. Not sure how anyone can claim RT ON looks better after this comparison :eek:
Same here!
 
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