*** Cyberpunk 2077 ***

Any performance gains?
Basically no different. It's going to be visual differences (if any), but always good to stay up to date with modern titles like this I guess.

Out of the box 2.0 DLLs: https://i.imgur.com/FSaMLTZ.jpg
Replaced DLLs with 3.5.0: https://i.imgur.com/yM2BYMc.jpg
And with Frame Gen on: https://i.imgur.com/wNerVXn.jpg

You really get an idea for what the min/max/average fps is like, 101fps as the minimum :o ... The frametime latency is also halved vs the FG off run, it's gone from about 12-15ms to 6-8ms, and that does help with motion and responsiveness of the camera.

It annoys me that when you come off the gas cars sound like they go into neutral and just freewheel

Not all, some. The performance cars like the Type-66 range blip the throttle as they shift down when coasting and the engine revs wind down, for example.
 

The video I've been waiting for :cool:

So those who lucky enough to be able to run raytracing benefit from better performance of ray reconstruction via DLSS 3.5.0

Those who can't run raytracing have same image quality and slower performance due to the game being heavier on the CPU with the 2.0 update.

Am I understanding that correctly?
 
So those who lucky enough to be able to run raytracing benefit from better performance of ray reconstruction via DLSS 3.5.0

Those who can't run raytracing have same image quality and slower performance due to the game being heavier on the CPU with the 2.0 update.

Am I understanding that correctly?
Path tracing not ray tracing, an even more intensive process but yeah, though the non RT performance is for me about the same between 1.63 and 2.0 at least according to the inbuilt benchmark. In game 2.0 feels more sluggish to me.
 
So those who lucky enough to be able to run raytracing benefit from better performance of ray reconstruction via DLSS 3.5.0

Those who can't run raytracing have same image quality and slower performance due to the game being heavier on the CPU with the 2.0 update.

Am I understanding that correctly?
Give or take yes, but keep in mind that at the moment DLSS 3.5 is only trained for path tracing. When it is finished on being trained on normal ray tracing, the performance on older cards may well change for the better because PT on older cards is supremely heavy.

A comment elsewhere asked what the performance cost of path tracing is now vs not using it, thought I'd test quick in a location with lots of ambient light coming in and indoor lights for GI to play its part. Frame gen off so you get an idea for raw impact with only using upscaling (since all vendors have upscaling...)


RT off, Ultra, Psycho SSR, DLSS 2 Quality only:
K1poXvH.jpg


RT on, RT Psycho Lighting, Ultra, Psycho SSR, DLSS 2 Quality only:
wVEpvw5.jpg


RT Overdrive, Ray Reconstruction, Ultra, Psycho SSR, DLSS 2 Quality only:

4GXwNVZ.jpg
 
I wonder how many layers of post processing we're going to get to cover over all the artifacts produced by each of them?

Another thing I wonder about is just how much space on the GPU is going to get eaten up by all these extra bits when they could just easily have added more rasterisers or ray processers...
 
Quick question, your comment made no sense, explain?

Post processing? Artefacts to cover? There is no post processing that's layered on top of anything. Rays of light are being bounced around the scene to render everything. Each of what?

Space for what on the GPU? Rasterising will never produce clean denoising for RT because there's no AI learning model in rastered output. Ray reconstruction uses the tensor cores as it's all AI driven based on a learned model dataset in this current version, that's path tracing). DLSS is therefore necessary to be active for it to work, and the final stage of the process is done at the output stage so it applies to the output resolution, not the input resolution before upscaling takes place, which is why the results come out better than native resolution - Hence why going forwards, native rastered is basically dead as far as games with ray tracing to this degree are concerned.
 
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Ok this is bizarre, I've reinstalled the HD texture pack mod and gained FPS.
Oh this works? Nice. I haven't bothered with mods yet but will add a couple back in now.

Vanilla Plus Visual Enhancement

Cyberpunk 2077 HD Reworked Project


I'm also back to DLSS 2.5.1 due to raytracing being out of reach for me, I didn't clock on before but can't help feel the hype of ray reconstruction is being used as a mechanism to sell cards
 
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Absolutely loved Cyberpunk on release and seemed to be one of the few people that had very few issues.

Last game I actually played on my PC and the DLC will probably be the last game I play before I sell it, don't use it much any more.

Hyped.
 
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