Topher
Identifies as young
Pretty sure it only works with path tracing for now.
You are right. Thanks.
Pretty sure it only works with path tracing for now.
Yeah i saw some comparisons and the difference looks quite big.3.5's main benefit isn't performance, it's a new AI denoiser that replaces the old ReSTIR method when playing with Overdrive Raytracing.
My quick impression is that it makes a big difference; it's game-changing actually. Path-traced Cyberpunk always looked great, but there was a lot of noise and instability in dark shadowed areas, as well as a lag with dynamic lighting, and other areas where the image would looks a little mushy. DLSS3.5 changes all that, everything works perfectly. It's frankly the most graphically impressive game I have ever seen.
Peformance is fantastic on my 4070Ti thanks to frame generation, everything runs silky smooth.
Moreso in motion, I think. Screenshots in Cyberpunk Overdrive often looked better than actual gameplay. That's much less true now.Yeah i saw some comparisons and the difference looks quite big.
Facts.Moreso in motion, I think. Screenshots in Cyberpunk Overdrive often looked better than actual gameplay. That's much less true now.
Worst profile? What do you mean?They picked the worst profile for DLSS 3,5 fyi. Theres a ton of ghosting. Gonna see if I can change the presets.
I really hope people understand how impossible a game like this should be with path tracing at this kind of quality. This really feels trulyt next gen. PC has a new Crysis finally.
This just looks like DLSS upscaling being turned up a little high. It has limits.Alright Im convinced somethings fucked with Path tracing or i dunno. Look at the car. Wtf is that watercolor effect?
Yeah, we're seeing several new technologies intersect to do something that just wouldn't be possible otherwise.Game looks fantastic. DLSS RT makes a big difference as well.
Maybe It is possible because this is not real path tracing (or not the best quality or whatever) where every single light source produce realistic results.I really hope people understand how impossible a game like this should be with path tracing at this kind of quality. This really feels trulyt next gen. PC has a new Crysis finally.
No RT looks better to me. better reflections, better light bounce. Maybe this comparison is incorrectly tagged and RT is on in the pic on the left?Alright Im convinced somethings fucked with Path tracing or i dunno. Look at the car. Wtf is that watercolor effect?
I think the opposite strangely enough.No RT looks better to me. better reflections, better light bounce. Maybe this comparison is incorrectly tagged and RT is on in the pic on the left?
25GB on PS548.98GB update on Series X
No RT looks better to me. better reflections, better light bounce. Maybe this comparison is incorrectly tagged and RT is on in the pic on the left?
Look on the right. The reflections are completely missing and the neon light is no longer illuminating that area with a blue tint like it does in non RT mode.I think the opposite strangely enough.
i dont know what are u talking about, Maxed out looks way betterAlright Im convinced somethings fucked with Path tracing or i dunno. Look at the car. Wtf is that watercolor effect?
i dont know what are u talking about, Maxed out looks way better
that's why you like Starfield, u dont understand shit about reflection, rough surfaces and materials, bounce lighting and GI or even graphic fidelity, so, go back into simping for mediocrityLook on the right. The reflections are completely missing and the neon light is no longer illuminating that area with a blue tint like it does in non RT mode.
diferent material ll have different reflections, the floor as exemple is a rough material so it ll have more difuse reflection, the car looks a lot more realistic with PT than without, this image of yours the car isnt under direct light, so there is no need to be reflecting/shining that much, shadows inside the car are really much much better.Heres a different comparison, between PT NO RR and with RR. Forget about the lighting and shadows. Look at the car itself, its textures. Looks weird. How am I the only one noticing it? Right looks like the car is straight out of a painting.
Edit: looks like reflections are missing as well, but the positive of RR is extra 5 FPS and more light bounce.
I was on a tablet and i got the label wrong, yeah no rtx looks more natural, maxed out look like it has a yellow piss filter.Look on the right. The reflections are completely missing and the neon light is no longer illuminating that area with a blue tint like it does in non RT mode.
I don't things like the monowire casting light are a technical limitations, it's probably more to do with how the assets were built for a game that wouldn't support path tracing until years later. There is a performance hit for light sources but there are scenes in this game with dozens of visible lights in every direction so they aren't saving much by shaving one or two.Maybe It is possible because this is not real path tracing (or not the best quality or whatever) where every single light source produce realistic results.
A lot of small objects produce zero light even if they effectively produce some light, just go close to a dark wall with your shiny orange wirecable equipped and see how it goes.
I saw npcs wearing glowing objects that produced zero lights whatsoever close to walls, and that's is what i noticed in a rushed 30 min try where i was inside menus half the time.
This is why it can run at playable framerates (on 2000+++ dollars pc).
Calculating every single small source of light must be impossible on anything except renderfarms for movie cg.
lmao. See A alloush , I have truly broken this man.that's why you like Starfield, u dont understand shit about reflection, rough surfaces and materials, bounce lighting and GI or even graphic fidelity, so, go back into simping for mediocrity
lmao. See A alloush , I have truly broken this man.
Dude, the developers chose to prebake that neon light bounce for a reason. For whatever reason, PT is not showing it. The reflective surfaces were also on purpose with devs choosing that particular material to ensure it has screenspace reflections. The non RT mode is what the developer intended. The Path Tracing is removing all that artistic intention. Whether or not it looks more accurate is irrelevant when the other one simply looks better and what you would expect in a neon lit city.
Thats why i still think the screenshots are not tagged correctly. I would expect RT mode to look like that.
Putting aside what you say about the improved tech, I think they are saving way more than 1-2 lights sources per scene if none of the lights emitted by npcs are absent, at a certain point they had to made compromises to make this thing even run decently.I don't things like the monowire casting light are a technical limitations, it's probably more to do with how the assets were built for a game that wouldn't support path tracing until years later. There is a performance hit for light sources but there are scenes in this game with dozens of visible lights in every direction so they aren't saving much by shaving one or two.
The main thing that makes this possible in realtime is that they are using a much sparser density of rays. And that would normally create a really noisy image with a lot of instability. So to make up for this they would look at a lot of ray data being pulled from past frames and several layers of denoising being run to clean this up, but it could wash out detail, left a temporal lag with dynamic lighting and it was still noisy in dark areas where light rays are especially sparse.
But the new AI denoiser does a much, much better job at this, which brings it closer to how we would expect. It's still not 100% of course but it's pretty amazing.
If you go to the profile for this game in nvidia profile inspector and the rebar is already enabled then you dont need to do anything. If its not enabled then select the same settings you did for starfield and run a few tests to see if you notice some framerate improvements. if not, turn it off to be safe.Are you people turning rebar on for this one or you have it turned on in the general settings?
Lol, c'mon now...No RT looks better to me. better reflections, better light bounce. Maybe this comparison is incorrectly tagged and RT is on in the pic on the left?
Wait, so it can cause problems? i thought it was just free performances...If you go to the profile for this game in nvidia profile inspector and the rebar is already enabled then you dont need to do anything. If its not enabled then select the same settings you did for starfield and run a few tests to see if you notice some framerate improvements. if not, turn it off to be safe.
ive heard it can cause some crashes in games that dont natively support it, but that was a while ago.Wait, so it can cause problems? i thought it was just free performances...
Tbh that how cinematic/studio lighting work , the realistic lighting look like shit on camera so they use tons of "fake" light that had nothing to do with the enviroment to lid the scene .
Why do u have so many options on ray tracing? For me just lisy ray tracing and path tracing.
Imagine I say my honest opinion in this very thread about CP, I will probably receive death threatslmao. See A alloush , I have truly broken this man.
Dude, the developers chose to prebake that neon light bounce for a reason. For whatever reason, PT is not showing it. The reflective surfaces were also on purpose with devs choosing that particular material to ensure it has screenspace reflections. The non RT mode is what the developer intended. The Path Tracing is removing all that artistic intention. Whether or not it looks more accurate is irrelevant when the other one simply looks better and what you would expect in a neon lit city.
Thats why i still think the screenshots are not tagged correctly. I would expect RT mode to look like that.
Using standard Ray Tracing techniques, you can toggle a bunch of stuff. Using Path Tracing, it's all or nothing.Why do u have so many options on ray tracing? For me just lisy ray tracing and path tracing.
I readed that you can't put suppressors on magnums anymoreNew weapons are included in the base game. I'm not sure if this addition is from 2.0... but it's nice to see new gear.
Damn, this game plays so damn well and looks so freaking amazing. Stealth is actually useful. What a nice change coming from 3 weeks of Starfield.
Heres a better picture on what Ray Reconstruction does to the picture. This is on ultra performance just to make a clearer point. clearly the AI wasnt trained enough. Think I might disable RR.
No overdrive mode?Yeh it fucks with a lot of things, I've turned it off. Still above 60fps with DLSS quality, RT psycho and frame-gen enabled so can't complain.