*** Cyberpunk 2077 ***

Yes if your baseline is 100fps anyway then you're not going to be using FG anyway, why would you :p

But nobody on this planet is running a baseline fps of anywhere near 100 with path tracing enabled at say 4k, it's more like 40fps on a 4090, and 80fps at 1440p using DLSS only.

Upscaling and FG tech is necessary to get to above 100fps. There may be a time when native res path tracing is a 100fps baseline, but I cannot see that happening for another 5-6 years. The 5090 certainly won't be doing that. 5090 I suspect will offer 120fps with FG enabled on path tracing, much like how the 4090 now can do that at 1440p, but 4K has too low a baseline fps which results in input latency at 4k when path tracing.

This topic is entirely contextual, so the FG talk here should not ingress FG in other games as no other game has the graphical features this does.

FG is absolutely not pointless tech in this regard either, whether FG from Nvidia or AMD doesn't matter, they both play an excellent role, but only for a small number of cards that have that reasonable baseline fps to begin with and not the wider mass gamer market they want you to believe.
Awaits people moaning saying that cards shouldn't need to be using FG/DLSS/Reflex etc etc and how everything is overpriced and should be able to max out games... With some 'I don't care about RT' thrown in for good measure!

Everyone seems to forget no one could max out FarCry or Crysis etc etc for years when they came out... Selective memories eh haha
 
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The input lag is a non issue on a 4090 (probably 4080 too tbh) with frame gen. As DF's and HUB's recent videos outline, they also say that the technology really hasn't been marketed well, as it's been marketed for mid range cards, yet those cards can't handle it without input latency, it only makes sense on a 4090/4080 due to the already high baseline fps, meaning the input latency feels about right on these cards vs not using frame gen. For my own POV, I would not be using the tech if the input latency was not to my liking.

Nothing wrong with the image quality, unless you mean ghosting, in which case that has nothing to do with frame gen or dlss as it's a byproduct of the implementation of ray or path tracing in the game engine rather than the upscaling or frame gen tech being used. Turn RT off but frame gen and dlss etc on and ghosting goes away.

There are only two options here.

1: Use path tracing with ray reconstruction, which offers superior accurate lighting and shadow control, at the expense of some ghosting because it's an RT technology being used, along with a big fps hit. You also get better detail textures in general because of DLSS 3.5.

2: Use Ray Tracing instead of path tracing, which results in better fps, but doesn't have accurate lighting and shadow, and light leaks into areas where it should not leak, doors, faces etc. With RT enabled the engine for some reason ignores objects like skin when the ray bounce is being calculated, so the light that would otherwise diffuse over the face, just passes right through it whilst lighting up areas that should not be. Turning RT lighting off fixes that as screen space GI is more accurate, but it's not real time dynamic and comes with the flaws of screen space as a result.

Example:

Faces - PT + RR + DLSS Quality + Frame Gen:
bdUBr1A.jpg


Faces - RT + Psycho Lighting + Psycho SSR + DLSS Quality + Frame Gen:
kA2z2ri.jpg


Notice areas like the blue light illuminating his left eyelid? This area should not be lit up at all as its under shadow cast from the nose, the PT version does it accurately.

3: Use screen space and have RT off, which results in all the flaws of screen space which has been covered plenty of times.

I was just messing about as he said it was ridiculous. Pretty sure he meant ridiculously good. But thanks for the long post :p
 
Weird observation, using the Optimised RT mod on nexus results in completely weird sunlight behaviour, look at this , mod ON vs OFF:


Path Traced + Ray reconstructed + Optimised RT mod OFF
tdtPXAZ.jpg


Path Traced + Ray reconstructed + Optimised RT mod ON
cjvCU0a.jpg


Anyone else using this mod confirm this finding? All you gotta do is delete the ini file and reload the game

My optimisedPT.ini file has the following lines:

Code:
[RayTracing/Reference]
EnableRIS = true
RayNumber = 2
BounceNumber = 1
EnableProbabilisticSampling = true

[RayTracing]
EnableImportanceSampling = true
EnablePriorityFeedback = false

[Editor/RTXDI]
EnableGlobalLight = true
UseCSReusePasses = false
 
Do you use a custom resolution in windows or use the TV's 21:9 mode?

Custom res. I'm actually using a Gigabyte FO48U so it's not a TV and doesn't have a 21:9 'built in' option. It's a monitor through and through with displayport, KVM switch etc etc, but it uses an LG C1 OLED panel.

Don't know if it's just a quirk of my panel, but to use custom 21:9 resolutions properly AND have full HDR working properly, you need to set it up in the "Adjust desktop size and position" section of the NV control panel first. You can't just do custom resolutions only.
All works a treat though and when gaming sat at the desk on this monitor I only ever use 3840x1620 ultrawide, or 3440x1440 ultrawide. Full screen 16:9 4k is just too in your face sat at a 48" screen. The other bonus is the 3090 is still a very capable card at 3440x1440, though this game is now pushing it.
 
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Weird observation, using the Optimised RT mod on nexus results in completely weird sunlight behaviour, look at this , mod ON vs OFF:


Path Traced + Ray reconstructed + Optimised RT mod OFF
tdtPXAZ.jpg


Path Traced + Ray reconstructed + Optimised RT mod ON
cjvCU0a.jpg


Anyone else using this mod confirm this finding? All you gotta do is delete the ini file and reload the game

My optimisedPT.ini file has the following lines:

Code:
[RayTracing/Reference]
EnableRIS = true
RayNumber = 2
BounceNumber = 1
EnableProbabilisticSampling = true

[RayTracing]
EnableImportanceSampling = true
EnablePriorityFeedback = false

[Editor/RTXDI]
EnableGlobalLight = true
UseCSReusePasses = false

I'm using that exact ini config @mrk (the ultra one off Nexus). I'll do some testing! The overexposed streets (just like your shot) have been bugging me, didn't twig it could be the mod.....
 
Yup I guess that's why there's an fps boost, because there's a step in the process being turned off with mods like these. Although my example above is only 1fps difference lol
 
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Sorry I don't have a whole load of time to research, I have finally got the game after a 10 year wait and excited to play a few hours occasionally during my gardening leave.

However it seems to be looking a bit poor both in lighting, textures and performance.

I am running a oled 34" 3440x1440 so not sure if I am doing this HDR thing right....pc is a 10gb RTX 3080, 5800x, 990 pro nvme and 32gb Ddr4 3600.

Game selected preset of RTX ultra (not the top one I think). I didn't change anything. Presuming I have to? Strange as textures already look a bit blurry and jagged?
 
Still testing the RT Overdrive mod more thoroughly, but a weird thing I've noticed is, with Ray Reconstruction on in the game settings, I think image quality actually looks worse vs off, when using DLSS performance. Especially when looking at NPC faces from about 6 feet away. There's a strange kind of subtle 'blotchiness' going on, hard to describe....
 
Sorry I don't have a whole load of time to research, I have finally got the game after a 10 year wait and excited to play a few hours occasionally during my gardening leave.

However it seems to be looking a bit poor both in lighting, textures and performance.

I am running a oled 34" 3440x1440 so not sure if I am doing this HDR thing right....pc is a 10gb RTX 3080, 5800x, 990 pro nvme and 32gb Ddr4 3600.

Game selected preset of RTX ultra (not the top one I think). I didn't change anything. Presuming I have to? Strange as textures already look a bit blurry and jagged?
Screenshot?

Still testing the RT Overdrive mod more thoroughly, but a weird thing I've noticed is, with Ray Reconstruction on in the game settings, I think image quality actually looks worse vs off, when using DLSS performance. Especially when looking at NPC faces from about 6 feet away. There's a strange kind of subtle 'blotchiness' going on, hard to describe....
Other than accurate diffuse lighting on faces, I've not noticed such a problem with DLSS Quality or DLSS Balanced with RR on both.

The RT mod btw is not updated for 2.0 it seems which is why things look weird.
 
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Yeah, with path tracing running at full 3840x2160, even using DLSS at performance, optimised general settings, and this RT mod - that FPS sounds about right. I have a similar PC spec to you - i7 11700 and a 3090.

If I want to use path tracing (which I always do now having tried it!) I choose to run the game in a 3440x1440 1:1 image on my 48" OLED screen. It looks great - I prefer 21:9 gaming anyway and fully OLED black borders are not an issue for me. And more importantly you gain back a ton of performance vs 3840x2160. At 3440x1440 I'm getting 60fps+ 90% of the time.
Love that. Clever strat, and one I’d be behind if I wasn’t downscaling and governed by DLDSR resolutions. (I’m not able to create custom custom resolutions using DLDSR)
 
Weird observation, using the Optimised RT mod on nexus results in completely weird sunlight behaviour, look at this , mod ON vs OFF:


Path Traced + Ray reconstructed + Optimised RT mod OFF
tdtPXAZ.jpg


Path Traced + Ray reconstructed + Optimised RT mod ON
cjvCU0a.jpg


Anyone else using this mod confirm this finding? All you gotta do is delete the ini file and reload the game

My optimisedPT.ini file has the following lines:

Code:
[RayTracing/Reference]
EnableRIS = true
RayNumber = 2
BounceNumber = 1
EnableProbabilisticSampling = true

[RayTracing]
EnableImportanceSampling = true
EnablePriorityFeedback = false

[Editor/RTXDI]
EnableGlobalLight = true
UseCSReusePasses = false

Ok, done some more testing on this. Need to test more but from initial findings I think the overblown highlights when using the current RT optimisation mod are specifically due to the BounceNumber. The ultra preset (and all of them I think) have a value of only 1. If you up this to 2 it helps to relieve the overblown highlights problem significantly.

Also were you using any sort of eye adaptation/ exposure adaptation mods? I was using "exposure adaptation and vignette remover" - a combined mod. This actually made it worse, and was causing flicker a bit, so have gone back to just a vignette remover (absolutely essential mod!)

So, upping the bounce lights to "2" obviously reduces the performance again, and I'm on a quest to stay above 60FPS with my paltry peasant piece of **** 3090 card ;) So I thought, let's reduce the ray count to 1 from 2, and keep bounce at 2. At the moment this is looking good, and has none of the blown out highlight issues, and performance is roughly equal to rays 2, bounce 1. So my ini file currently looks like this:

[RayTracing/Reference]
EnableRIS = true
RayNumber = 1
BounceNumber = 2
EnableProbabilisticSampling = true

[RayTracing]
EnableImportanceSampling = true
EnablePriorityFeedback = false

[Editor/RTXDI]
EnableGlobalLight = true

UseCSReusePasses = false
 
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Yeah was using the faster exposure response mod that removes the exposure latency from when you go from a bright area to dark etc.

I found a cool tweak that removes the distance fog too, open up C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\engine\config\platform\pc\rendering.ini

Add the lines:

[Developer/FeatureToggles]
DistantFog = False


Done :cool:
 
hi all anyone using a pc with a mouse and keyboard having problems with the control set mine keeps losing the keys etc and escape stops working properly to go to menus etc. and driving vehicles is a nightmare .
 
I know we all love to play with settings and run testing etc but ray tracing still feels like a load of effort to get running well

Don't start saying things like that on here. Jesus H ;)

Done more testing with the bounce light value at 2 and rays at only 1. Is Definitely better, and feels much more aligned with how the game ought to look without the RT optimization mod (compared to rays at 2, bounce at 1)
 
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