Cyberpunk 2077

Shiny got me to finish 3 missions. Hasn't happened since I finished the game way back when! So yeah, I might continue boning for a bit.
Doing sides as I am now reloaded for endgame.
 
This video is probably missing the point already, since you're already comparing ray tracing to slightly more integrated ray tracing.

But something about this "path" tracing still doesn't look right to me.


For example, at 6:44, this scaffolding on the ceiling is not shaded correctly. Parts of it should be way darker than they are.
 
This video is probably missing the point already, since you're already comparing ray tracing to slightly more integrated ray tracing.

But something about this "path" tracing still doesn't look right to me.


For example, at 6:44, this scaffolding on the ceiling is not shaded correctly. Parts of it should be way darker than they are.

Its not the path tracing, its the brightness of the lights. The game lights were not designed for the overdrive ray tracing, they were designed for the other ray tracing and raster. So there are plenty of places where the lighting seems a bit off, because there is actually to much light being bounced for the area. They would have to redo all the lights for it to look as it should. Its still pretty great though.

EDIT: Seeing that scene in the video now, and i actually think you are incorrect here. There is a strong amount of light reflected off the car, and that seems accurate in the scene when you see the whole picture. In the small bit you showed, it looks like the light is from the sign only. Where as there is light from both the sign and the reflection from the car hitting the same space in the roof.\

The camp fire in the next scene i actually think may be a better example of what you are trying to show.
 
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Most of the time it's a pretty subtle difference, based on those videos. Shadows are deeper in areas as the most general difference... less "ambient." THe picture of the car under the overpass was dramatic with the shadows cutting across the car in path tracing that basically didn't exist in the previous technology. The walk on the sidewalk through the rain looked a lot more realistic with the reflected billboard lighting giving everything a more brown tone. The glowing taillights in the driving scene were much better.
 
It’s a tech demo. It is not supposed to be 100% accurate. In the future the games designed with this as a key use case will organize all digital assets / light sources to have better direction on how the games will look.

Having said that, from what I have played it looks absolutely stunning compared to everything that came before it. Especially at night time and in rain the effects really come to life which wasn’t the case with previous RT implementation.
 
I suspect issues like the one I pointed out above are more due to not sending out enough rays, or taking shortcuts with geometry interacting with light. When we talk about path tracing, that implies no shortcuts are being taken.

Even if the lights are extremely bright, you'd still expect the dark parts to be dark.

The stuff above is kind of how Lumen in UE5 looks when running in software mode.

If the issue is actually due to the number of rays, I guess using native resolutions may fix it, and that may be fine.
 
I suspect issues like the one I pointed out above are more due to not sending out enough rays, or taking shortcuts with geometry interacting with light. When we talk about path tracing, that implies no shortcuts are being taken.

Even if the lights are extremely bright, you'd still expect the dark parts to be dark.

If the issue is actually due to the number of rays, I guess using native resolutions may fix it, and that may be fine.

i disagree. i think you see it as incorrect lighting because you are not recognising that there are 3 (2 are the same) separate light sources all bouncing into the same place, causing the light in that spot to look surreal. There is light from the sign (because a lot of the lights in the game are to bright for the ray tracing method), light from the car reflection and also light from the road reflection in front of the car. (EDIT: there are actually 5, as the car reflects from 3 different places on it, with one being dulled in the center)

Understand that because of rasterized graphics and the way lighting in games is done these days, we have been trained to see lighting and shadows in games differently to how they work in real life. So seeing things lit differently to how you expect is going to look weird, even if they are accurate to real life. Hits that uncanny valley effect.
 
Ray tracing can suck it, doesn't even come close to making my weewee feel funny. Give me a true and proper VR mode instead.
 
I am just imagining what this would do to Witcher 3 especially during the night. Wow.

Game really looks amazing. Thinking about finally starting my second playthrough. :eek:
 
Yeah, the whole time ive been thinking about it in witcher 3. the light is simpler there, but also really good. I wonder what kind of effect it would have. Unfortunately its two different styles of ray tracing and im not sure how easy it would be to put overdrive into what they did to the witcher.
 
There is also a newer version of the mod, "Ray Tracing Overdrive Optimizations - Original and RIS", that gives an extra 15%-40% boost depending on hardware. By switching the algorithm used for sampling/sorting the ray information. In this case from the games GRIS(Generalized Resampled Importance Sampling) to RIS (Resampled Importance Sampling).

https://www.nexusmods.com/cyberpunk2...8059?tab=files

Image comparison from the link.
https://imgsli.com/MTcwNDcz
 
Found this yesterday, a mod called "Better FSR (Native Res Replacer)". The basics of this is they tweaked the FSR 2 settings abit, which you download as a mod, and the mods page gives a quick guide on how to make Cyberpunks native Dynamic Resolution Scaler (DRS) stay at native resolution while using FSR 2. Resulting in a version of FSRAA instead of the games native TAA.

https://www.nexusmods.com/cyberpunk2077/mods/7445

And here is a quick comparison between "Better FSR", XeSS UQ and Native TAA.
https://imgsli.com/MTcxNDk4/0/1

Imho it is considerably sharper, retains & reconstructs more detail than both XeSS's UQ and the games native TAA. The downside is that it isn't perfectly applying AA, so it shimmers abit. Only so much you can do to improve CDPR's FSR implementation through ini tweaks I suppose.
 
So now they want us to pre order this crap? This was supposed to be free dlc? Wtf?
 
No but the 1.7 patch that is supposed to rework the game is supposed to be free. Hope we get it before the addon.
 
Can't get hyped up about a broken af game. Tried to dive back in so many times but every time I fail. I will definitely play the expansion as I would like to see the storyline but might be weeks after the initial release for sure.
 
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