Been playing more Cyberpunk (gigs won't find themselves!) and with this card and with path tracing I find myself spending way more time actually checking nooks and crannies out that I'd never have done before. It doesn't help that Digital Foundry are always mentioning how shadows cast so well or poorly on every game where ray tracing or screen space are used properly/poorly and now even driving by I spot stuff, have to stop the car and go check it out
Here are some direct comparisons with path traced, ray traced, and screen space. Has to be said though that the screen space rendering is done to a high level and is convincing, but if you're now used to spotting the tells, then the flaws become immediately obvious, like lit up areas of scene that should never be lit but instead under shadowed darkness, behind boxes, under cars etc.
Arrow key between both sets of 3 comparisons below and see how the differences vary. Interestingly there is only about a 10fps difference going from Psycho RT to path tracing, a least on a 4090...
1-3 // Path traced, Psycho SSR, Ultra, DLSS 2 Balanced only // 3440x1440
2-3 // Psycho Ray traced, Psycho SSR, Ultra, DLSS 2 Balanced only // 3440x1440
3-3 // Screen space, Psycho SSR, Ultra, DLSS 2 Balanced only // 3440x1440
1-3 // Path traced, Psycho SSR, Ultra, DLSS 2 Balanced only // 3440x1440
2-3 // Psycho Ray traced, Psycho SSR, Ultra, DLSS 2 Balanced only // 3440x1440
3-3 // Screen space, Psycho SSR, Ultra, DLSS 2 Balanced only // 3440x1440
Edit*
Notice how the CPU usage increases going from path to ray to screen space. The burden on the CPU is so high with ray tracing off that even a 12700K hits +70% utilisation across all cores. I guess this means the floor is open for a big uplift by upgrading the CPU down the line since the GPU utilisation drops below 80% in this scenario. Good to know for future performance gains if it's ever needed.