*** Cyberpunk 2077 ***

Right so this is the video I watched this morning: https://www.youtube.com/watch?v=oh6hamdxlN0 - interestingly the video shows Witcher 3, which is another CDPR game.

I've installed MSI Afterburner and my frametime graph replicated what his did in the video. High FPS, but frametime graphh was all over the place, a visual representation of the stutters. I followed his advice and set a FPS cap through Riva Tuner, this completely flattened out the frametime graph and got rid of the stutters. AMAZING.

But.....the frametime was 16ms, and there is noticeable input delay when moving the mouse, so much so it's unplayable for me.

Very frustrating. I cannot believe this is a problem when I'm getting such high FPS. I've tried capping at 60FPS and 80FPS, but the frametime remains at 16ms. I don't know enough about this sort of thing to know how I can get that down to the playable number. It seems ridiculous that I'm even having to do this.

Any ideas?

Edit: I've tried loads of different settings on and off, weirdly if I turn DLSS off, the FPS is not great and the frametime is all over the place again. I've turned reflex+boost on and the frametime has come down to 14ms, which is nearly playable but the slight input delay doesn't make me feel in control during fast paced combat.
 
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Right so this is the video I watched this morning: https://www.youtube.com/watch?v=oh6hamdxlN0 - interestingly the video shows Witcher 3, which is another CDPR game.

I've installed MSI Afterburner and my frametime graph replicated what his did in the video. High FPS, but frametime graphh was all over the place, a visual representation of the stutters. I followed his advice and set a FPS cap through Riva Tuner, this completely flattened out the frametime graph and got rid of the stutters. AMAZING.

But.....the frametime was 16ms, and there is noticeable input delay when moving the mouse, so much so it's unplayable for me.

Very frustrating. I cannot believe this is a problem when I'm getting such high FPS. I've tried capping at 60FPS and 80FPS, but the frametime remains at 16ms. I don't know enough about this sort of thing to know how I can get that down to the playable number. It seems ridiculous that I'm even having to do this.

Any ideas?

Edit: I've tried loads of different settings on and off, weirdly if I turn DLSS off, the FPS is not great and the frametime is all over the place again. I've turned reflex+boost on and the frametime has come down to 14ms, which is nearly playable but the slight input delay doesn't make me feel in control during fast paced combat.
Frametime is relevant to FPS - what FPS cap did you set?

For example mine is set to 100 which cannot be lower than 10ms frametime see below

image.png
 
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Need to know the PC spec and settings being used inc res, monitor refresh rate, vsync settings used in NVCP and in game,

7600X, 4070 Ti Super, 32GB RAM. 1440p on a 144hz monitor. I don't have access to all my other settings at the moment, but I used Geforce Experience and just use the recommended settings.V Sync is off.
60 fps = 16.6 ms
72 fps = 13.8 ms
80 fps = 12.5 ms

Oh is that how it works? Maybe I'll increase the FPS cap.

To be honest I think I'll just remove the cap altogether and put up with the slight stuttering. It's far less annoying than the input delay.
 
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Yeah the higher the fps the lower the framtime delay, but if you are path tracing with frame gen then this isn't too relevant because the pre-frame gen fps will be too low to yield a latency-free or low latency post-frame gen experience.

If you disable frame gen you will notice mouse camera latency is gone, but obviously the fps is a lot lower, even with DLSS Performance in Preset E assuming you are using dll version 3.7.

At 1440p only a 4080 or above is really capable of a pre-frame gen fps of at least 60fps which means post-frame gen the fps will be well above 100fps which means <10ms frametime latency.

I did do the testing ages ago but lost the screenshots in the mass of screenshots but that's basically how it works.

This is assuming you're maxing out everything else too but if you lower a bunch of other stuff maybe you could get this sorted whilst keeping path tracing enabled.
 
For those wanting to use path tracing but don't have a 4080/90.....

I can't recommend this mod enough:


Then tweak the ini file at ........\Cyberpunk 2077\engine\config\platform\pc with these settings:

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

[Editor/ReSTIRGI]
Enable = false


[RayTracing]
EnableImportanceSampling = true
EnablePriorityFeedback = false
UseScreenSpaceData = false
UseSSRFallback = false



On an i7 3090 rig, this nets me an extra 10fps, sometimes more, over 'default' path tracing so at 3440x1440 (ultrawide) and DLSS balanced, most settings on medium or high I get fps in the range of the low 50's at worst, to above 60 a lot of the time. With Nukem9's frame gen mod I can then get a good 70-90fps most of the time.

Regarding the ini tweaks and mod above I believe the 'standard' ray and bounce number for path tracing are both 2. Reducing both to 1 doesn't have a bad effect at all and you definitely get the overall huge benefit of path tracing. Setting "EnableRIS" to true may make the shadows a little darker in certain areas than is preferable but it does net a further modest FPS gain, and my reshade mentioned below specifically sorts it out by recovering shadow details.

Also, make sure to run the very latest DLL files that @mrk posted earlier. If you don't path tracing can make the graphics look a little 'soft' and very slightly muddy/ lacking detail and there are more noticeable motion trail artefacts and ghosting. This is especially apparent with Ray Reconstruction (RR) turned on. With RR turned off I get a much cleaner looking overall image, but then you lack the other benefits like refection clarity and RT noise reduction that RR provides. With all the latest DLLs (x3) I find I can leave RR turned on and it's better. Still deciding which is best overall though for RR, i.e. on vs off.

I've spent an embarrassing amount of time modding and tweaking this game to get the visuals perfect and the performance decent, and even made my own custom reshade to make the HDR, colour and shadows balance perfect too (HDR is pretty ***** by default - terrible raised black floor level).

Cyberpunk should also run smooth as silk, if you have a gsync/ VRR screen. It's now an incredibly well optimised game in that respect - If your rig is decent enough you should have zero frame-pacing or stutter issues even if your fps are below 60 (again, IF you have a VRR screen). If you do, and you're getting bad frame-pacing something is wrong/ not set up right.

If anyone wants some more advice just ask.....
 
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There should be no obvious ghosting on a 4080 or above with path tracing, and ray reconstruction reduces that further since the game's last major update as it added ReSTIR GI which is specifically geared for cleaner rendering and reduced ghosting. My gameplay videos earlier show no ghosting and I use RR, as well as Frame Gen.
 
path tracing causes ghosting and worse image quality though.
Are you sure this is what you are seeing :)

I say this because we covered it in detail when the RTOD patch landed ages ago, as did other review outlets, Digital Foundry's Alex did, too.

At launch face skin textures looked a bit odd with path tracing, this was due to inconsistent Ray Reconstruction implementation, which was fixed in a later update to the game along with a new Ray Reconstruction dll file. Then CDPR added support for ReSTIR GI which further enhanced things.

As it stands today, path tracing renders the most realistic shading over textures. And as a result some textures might look softer because in real life, that's how light would detail that surface as opposed to the surface being sharp and detailed across the entire frame of lighting at any given moment.

Reference:

World detail:
RT:
ffKpkps.jpeg



PT:
9Ae3ikt.jpeg



Skin detail: (generic PNCs, main characters have obviously superior details)
RT:
slX0F0r.jpeg


PT:
cwMzgCu.jpeg


(don't ask about my car back there...)





xmiFEug.gif


:D
 
RR is fine now, path tracing causes ghosting and worse image quality though.

It's the other way around for me - I can have PT on, but not RR.

@mrk looked back at your videos, and while it's not as obvious as on mine (3080 @ 1440p) fuzziness around faces as they walk towards the camera.
https://www.youtube.com/watch?v=K9F405yH3tY

Unless it's a 3000 vs 4000 series issue?
 
Hmm not sure, though I'm not seeing what you mention other than the fat guy as he waddles forwards there seems to be some garbling going on with his clothes lol. This could be because I also have some NPC mods installed that affect variation of NPCs, as well as 2018 E3 NPCs too etc.
 
Right so this is the video I watched this morning: https://www.youtube.com/watch?v=oh6hamdxlN0 - interestingly the video shows Witcher 3, which is another CDPR game.

I've installed MSI Afterburner and my frametime graph replicated what his did in the video. High FPS, but frametime graphh was all over the place, a visual representation of the stutters. I followed his advice and set a FPS cap through Riva Tuner, this completely flattened out the frametime graph and got rid of the stutters. AMAZING.

But.....the frametime was 16ms, and there is noticeable input delay when moving the mouse, so much so it's unplayable for me.

Very frustrating. I cannot believe this is a problem when I'm getting such high FPS. I've tried capping at 60FPS and 80FPS, but the frametime remains at 16ms. I don't know enough about this sort of thing to know how I can get that down to the playable number. It seems ridiculous that I'm even having to do this.

Any ideas?

Edit: I've tried loads of different settings on and off, weirdly if I turn DLSS off, the FPS is not great and the frametime is all over the place again. I've turned reflex+boost on and the frametime has come down to 14ms, which is nearly playable but the slight input delay doesn't make me feel in control during fast paced combat.

Make sure everything's off - no web browser or other apps running in the background - don't know, maybe Lightroom or whatever.
Make sure you have the latest DLSS file.
Only Raster
DLSS to Performance (or ultra performance)
Frame Gen ON (makes a HUGE difference to me)

Adjust as you see fit.

There's also a frame lock in game (in the video settings), but be careful that when using frame gen, it will lock at the base/natural fps. So if you put 60fps you'll get around 120fps with frame gen or whatever the card can do (you won't always get double the frames). This can further smooth things out, limit power usage, etc., at the cost of some potential input lag.

To me the above is the smoothest and and most performing setup.

It's the other way around for me - I can have PT on, but not RR.

@mrk looked back at your videos, and while it's not as obvious as on mine (3080 @ 1440p) fuzziness around faces as they walk towards the camera.
https://www.youtube.com/watch?v=K9F405yH3tY

Unless it's a 3000 vs 4000 series issue?
For me it was a result of lower res + lower presets of DLSS + RR + areas with indirect lighting (so the rays bounced a bit). This could also result in a "oil painting" look at times, especially with rain. I think latest versions of DLSS fixed/improved on that. Moreover, is not that present (if any) at high resolutions.
 
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