*** Cyberpunk 2077 ***

Does that not detract from the visuals/mood? I think the fog and smog suits Night City personally :cool:

It only rmeoves distance fog which is probably a decision made so the potential of fps drops rendering distant scenery is sorted but not ntoiced any fps drops.

Distance fog left on (default:
fKUgWdQ.jpg


Fog off:
WZeQlfH.jpg


In this scene it's subtle but around night city it's more obvious and just feels better. You still get haze/mist/foggy weather cycles though.
 
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It only rmeoves distance fog which is probably a decision made so the potential of fps drops rendering distant scenery is sorted but not ntoiced any fps drops.

Distance fog left on (default:

fKUgWdQ.jpg


Fog off:
WZeQlfH.jpg


In this scene it's subtle but around night city it's more obvious and just feels better. You still get haze/mist/foggy weather cycles though.
Oi you swine with the spoiler mission objectives!
Even though I've already killed him haha! But he doesn't deserve a wake!
 
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It only rmeoves distance fog which is probably a decision made so the potential of fps drops rendering distant scenery is sorted but not ntoiced any fps drops.

Distance fog left on (default:

fKUgWdQ.jpg


Fog off:
WZeQlfH.jpg


In this scene it's subtle but around night city it's more obvious and just feels better. You still get haze/mist/foggy weather cycles though.
Maybe I will try it thanks.

Couple nuggets I just found to help with textures and overall quality of the game

Firstly this mod:


Secondly this tweak:

"Something I found that fixes the billboard signs around the city going all low res and pixelated all the time is open Cyberpunk 2077\engine\config\base\general.ini and add the following:

[Rendering/AsyncCompute]
DynamicTexture = false


The FPS impact is minimal and so long as you have over around 8gb VRAM or more you probably won't even notice. But it keeps the game from scaling texture quality down so you always see the signs in high res."
 
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.
Without path tracing, the global illumination / shadows are only calculated frugally, even with RT, ergo still not as they should normally be. Depending where the character will be in the scene, not every light source will cast its own shadows (in an interview, a CDPR dev said that they're limited to around 10 while PT doesn't have a limit). In your example, is not just the eyes, but the chest is also too bright with RT.

So, while PT is quite hungry resource wise, it is so for a reason.
 
Nice one with the billboard sign tweak!

And yeah that PT bit makes sense, I did read that ages ago but forgot :o

Also, I found a car that you only get after completing those car deliveries, the Riptide GT2, it was being driven by a random choom so I robbed him blind, it got a bit beaten up so excuse the scars :D

RGMSIzl.jpg


It's really cool inside too, and how the doors open up as it's basically a Targa but from the front lol.

dOLu4sg.jpg


And this one is for @TNA :Cry:
 
Nice one with the billboard sign tweak!

And yeah that PT bit makes sense, I did read that ages ago but forgot :o

Also, I found a car that you only get after completing those car deliveries, the Riptide GT2, it was being driven by a random choom so I robbed him blind, it got a bit beaten up so excuse the scars :D

RGMSIzl.jpg


It's really cool inside too, and how the doors open up as it's basically a Targa but from the front lol.

dOLu4sg.jpg


And this one is for @TNA :Cry:

Awesome pics there!

Oh and thanks for the gif :cry:
 
Finished the main story for phantom liberty earlier (did two endings) just to see the changes.

I didn't enjoy the final missions on either choice I made, as with the main game,

you're just given another heavy dosage of misery regardless of what fate you pick.

I enjoyed a lot of the missions leading up to my decisive choices later in the game though.

7/10 for me, I find the handling of the vehicles awful still, but combat is fluid.
 
Nice one with the billboard sign tweak!

And yeah that PT bit makes sense, I did read that ages ago but forgot :o

Also, I found a car that you only get after completing those car deliveries, the Riptide GT2, it was being driven by a random choom so I robbed him blind, it got a bit beaten up so excuse the scars :D

RGMSIzl.jpg


It's really cool inside too, and how the doors open up as it's basically a Targa but from the front lol.

dOLu4sg.jpg


And this one is for @TNA :Cry:
I hope you're not implying there is bugs in a CDPR game, next you'll be telling us Bethesda games are buggy, pfft WHO is this guy!



P.S. ily really ;)
 
From a fresh start, to end mission save point with PL done. 101 hrs of playing time.

I generally enjoyed PL the main story quests were varied and interesting. Not sure how much fun a Kill Everything style of play gamer would find them though. Full on netrunner made a lot of the stealth missions trivially easy especially as I'd full invested into a stealth build going so far as to equip the Lynx Paw cyberware.

Going to start a time freezing pistol packing run next.
 
You don't like the image quality or the input lag?

I am actually wondering to my self if a 4080 is overkill at 1440p.

I didn't realise frame generation would almost push the fps to the limits of my monitors refresh rate.

I guess I shouldn't be complaining its just 130fps with all the bells and whistles feels a bit ott.
 
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I am actually wondering to my self if a 4080 is overkill at 1440p.

I didn't realise frame generation would almost push the fps to the limits of my monitors refresh rate.

I guess I shouldn't be complaining its just 130fps with all the bells and whistles feels a bit ott.
I'd say it is, with a 4070 and FG/DLSS/RT on Psycho at 1440p max settings (just no motion blur as don't use it personally) I'm getting 83-90s in most areas, at worst 63-73 in heavily populated cities. I like to play at 60fps capped usually in SP games.
 
I'd say it is, with a 4070 and FG/DLSS/RT on Psycho at 1440p max settings (just no motion blur as don't use it personally) I'm getting 83-90s in most areas, at worst 63-73 in heavily populated cities. I like to play at 60fps capped usually in SP games.

The only thing I can say to that is frame generation isn't in all games (yet) that support RT so there is that.

I was expecting this 2.0 update to humble my 4080 instead it's the absolute opposite.
 
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The only thing I can say to that is frame generation isn't in all games (yet) that support RT so there is that.

I was expecting this 2.0 update to humble my 4080 instead it's the absolute opposite.
As in you expected it to give it death or what?
Without RT on mine in with FG/DLSS goes upto 120-130 fps. mental, average about 93-110 at worst! I noticed no difference in fps pre 1.6 or 2.0, been solid the whole way.
 
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