Man of Honour
It's probably releasing soon, maybe, hopefully
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The Preem mods are the best ones that I use. there's no lag in adaptation and it feels natural enough like other games since:
And Nova LUT to correct the colourspace
Got to Judy's pad by the lake bit, the path traced lighting inside as the light came in was really good even compared to RT Psycho.
Interestingly the RT ON screen where the red stool legs are, it's missing shadows cast completely... the baked lighting on RT Off does have it however...
For me I'm really excited for that Ace AI technology.
Could totally see that in CyberPunk 2
For me I'm really excited for that Ace AI technology.
Could totally see that in CyberPunk 2
Warner Bros has also lifted the NDA for the game’s Closed Alpha testing. Since we were able to participate, we can confirm that the game had support for Ray Tracing. There was only one universal setting for Ray Tracing, and there was no support for either NVIDIA DLSS 2 or AMD FSR 2.0.
Without any upscaling, at Native 4K/Max Settings/Ray Tracing, our NVIDIA GeForce RTX 4090 had a difficult time keeping 60fps. Let’s keep in mind though that that was an Alpha Build. In theory, the final game should run better. Or at least I hope so.
Call of Duty 4 RTX Remix Path Tracing Mod Available for Download
Modder 'xoxor4d' released the first version of his RTX Remix Mod for Call of Duty 4: Modern Warfare that adds full ray tracing/path tracing.www.dsogaming.com
ArmA 3In what other game can you park a car fully in 1st person mode and use the side mirrors to line up etc and see objects behind moving in realtime (although at a bit lower res lol)?
This sounds like the pinnacle of gamingwhat other game can you park a car fully in 1st person mode
Is not everything reflected. For instance all the lights from inside the vehicle should be reflected in the windshield or side windows, plus parts of the dashboard depending on the angle. None does. There are just selected aspects of PT that are done, not a complete path traced render.No, V only is reflected in photo mode which still boggles my mind as to why since everything else inc NPCs are in reflections in normal mode. I think it's a legacy intention before path/ray tracing got to this sort of level and they never changed it.
V's image is reflected in "rough" surfaces like below. That "blob" of blackness is V, just under the red(ish) reflection. Probably the animation is not properly rig (or whatever you call it), since game devs take the easy way out and don't sync the animation between first person and third person. You also get some silly sliding in Alan Wake 2 if you modify the FoV too much and you see where the feet hit the ground.That's a shame as it is really jarring, given the quality of image everywhere else.
Everything else does reflect off the inside glass like dashboard, NPCs, emissive objects out of the car etc, most noticeable at night when something moves and you see it reflected on the windscreen or side glass. It's what I noticed most since all the RT updates but only really been more obvious since ray reconstruction delivering the noise-free RT effects.
Everything is path traced, I actually figured it out, the lack of V's reflection is a single line of code. Create a reflection.ini file in "C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\engine"\config\base and add the line:
[RayTracing]
HideFPPAvatar = "false"
And as long as RT is all enabled, you'll see V now.
Now:
Also figured out why CDPR never enabled it by default with RT, V's head is not rendered at all, so your reflection is headless - I guess it's something they never properly coded in, just the body avatar, or ran out of time before getting to the head?
Edit*
Found a discussion about it on their forums:
RT Overdrive mode is still missing character reflections
I checked the new Pathtracing mode and found that character reflections on mirror-like surfaces (cars, windows etc.) are still missing. From my understanding of Pathtracing this shouldn't be the case and looks like a bug or ill-intended design choice.forums.cdprojektred.com
Everything is path traced, I actually figured it out, the lack of V's reflection is a single line of code. Create a reflection.ini file in "C:\Program Files (x86)\Steam\steamapps\common\Cyberpunk 2077\engine"\config\base and add the line:
[RayTracing]
HideFPPAvatar = "false"
And as long as RT is all enabled, you'll see V now.
Now:
Also figured out why CDPR never enabled it by default with RT, V's head is not rendered at all, so your reflection is headless - I guess it's something they never properly coded in, just the body avatar, or ran out of time before getting to the head?
Edit*
Found a discussion about it on their forums:
Can you post some pictures? Could be that you're talking about modded cars or something within the lighting systems while CDPR cut corners.
All I'm getting is the normal global illumination, no reflection on the windows of the vehicle if I'm inside.
Sadly there's too much broken stuff within the game/engine. Probably would have required another year or two in order to have it properly made...
Since when does DLAA boost fps lol.GeForce RTX users will be able to improve their game's performance by activating DLSS 3 or boosting their frame rate with DLAA to aid image quality, as well as reduce system latency with Reflex.