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The RT Related Games, Benchmarks, Software, Etc Thread.

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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:

YYWG84z.png


And Nova LUT to correct the colourspace :cool:

Thx!

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...

Well, like I said previously, sadly is still a limited in scope old gen game with some new stuff on top. Little interactivity, "blocky" roads/low geometry and so on.
But again, what it does, it does look awesome, especially with no HUD on.
Speaking of which, do you know of a mode that can hide and show on demand the HUD or at least the map (for navigation purposes)?




For me I'm really excited for that Ace AI technology.


Could totally see that in CyberPunk 2

Could be a in a lot of games, but if isn't build from the ground up with that in mind...
 


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.

dUBBrjC.jpg
 
I know we bang on about RT reflections this and that, but they genuinely are transformative to immersing you into the experience when implemented fully. Take this as an example, 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)?


The mirrors are even clearer on the G Wagon :cool:


With RT disabled and only using Psycho SSR, the reflections are utter garbage :o


The rain looks like trash, white lines falling down the screen :o And those puddle reflections are screen space :o I know it's a mod but path tracing should be rendering everything with rays surely :p
 
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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.
 
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.
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.
 
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.
 
That's a shame as it is really jarring, given the quality of image everywhere else.
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.

 
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:
cQupOqC.jpg


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 :cry: - 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:

 
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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.

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.



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:
cQupOqC.jpg


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 :cry: - 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:


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...
 
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 :cry: - 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:

Hopefully some wizard modder will be able to give V an actual head, Seems weird CDPR decided not to do it especially on PC where reflections are a big tech talking point.
 
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Might not be possible without actually adding in actual third person animations and everything that goes with that. That was the discussion on cdpr and other boards.
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...

Only some of my past screenshots but just did a quick video of first person driving at night where it's more obvious, it seems it does depend on the car, many of the stock cars do not have obvious internal reflections off the windscreen etc, or if they do they are very faint. Modded cars however do have more reflectivity like the G Wagon, Probably should have recorded it in central downtown by H10 but this will do.

 
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