Monday, November 23rd 2020
Cyberpunk 2077 System Requirements Lists Updated, Raytracing Unsupported on RX 6800 Series at Launch
CD Projekt RED released updated PC system requirements lists for "Cyberpunk 2077," which will hopefully release before the year 2077. There are a total of seven user experience grades, split into conventional raster 3D graphics, and with raytracing enabled. The bare minimum calls for at least a GeForce GTX 780 or Radeon RX 480; 8 GB of RAM, Core i3 "Sandy Bridge" or AMD FX "Bulldozer," and 64-bit Windows 7. The 1080 High grade needs at least a Core i7 "Haswell" or Ryzen 3 "Raven Ridge" processor, 12 GB of RAM, GTX 1060 6 GB or GTX 1660 Super or RX 590 graphics. The 1440p Ultra grade needs the same CPUs as 1080p High, but with steeper GPU requirements of at least an RTX 2060 or RX 5700 XT.
The highest sans-RT grade, 4K UHD Ultra, needs either the fastest i7-4790 "Haswell" or Ryzen 5 "Zen 2" processor, RTX 2080 Super or RTX 3070, or Radeon RX 6800 graphics. Things get interesting with the three lists for raytraced experience. 1080p Medium raytraced needs at least an RTX 2060; 1440p High raytraced needs an RTX 3070, and 4K UHD Ultra raytraced needs at least a Core i7 "Skylake" or Ryzen 5 "Zen 2" chip, and RTX 3080 graphics. All three raytraced presets need 16 GB of RAM. Storage requirements across the board are 70 GB, and CDPR recommends the use of an SSD. What's interesting here is that neither the RX 6800 nor RX 6800 XT make it to the raytraced list (despite the RX 6800 finding mention in the non-raytraced lists). PC Gamer reports that Cyberpunk 2077 will not enable raytracing on Radeon RX 6800 series at launch. CDPR, however, confirmed that it is working with AMD to optimize the game for RDNA2, and should enable raytracing "soon."
Sources:
Cyberpunk 2077 (Twitter), PC Gamer
The highest sans-RT grade, 4K UHD Ultra, needs either the fastest i7-4790 "Haswell" or Ryzen 5 "Zen 2" processor, RTX 2080 Super or RTX 3070, or Radeon RX 6800 graphics. Things get interesting with the three lists for raytraced experience. 1080p Medium raytraced needs at least an RTX 2060; 1440p High raytraced needs an RTX 3070, and 4K UHD Ultra raytraced needs at least a Core i7 "Skylake" or Ryzen 5 "Zen 2" chip, and RTX 3080 graphics. All three raytraced presets need 16 GB of RAM. Storage requirements across the board are 70 GB, and CDPR recommends the use of an SSD. What's interesting here is that neither the RX 6800 nor RX 6800 XT make it to the raytraced list (despite the RX 6800 finding mention in the non-raytraced lists). PC Gamer reports that Cyberpunk 2077 will not enable raytracing on Radeon RX 6800 series at launch. CDPR, however, confirmed that it is working with AMD to optimize the game for RDNA2, and should enable raytracing "soon."
103 Comments on Cyberpunk 2077 System Requirements Lists Updated, Raytracing Unsupported on RX 6800 Series at Launch
Remember, we are talking about CD Projekt here, which is known for games with poor performance on maxed out settings:
- Witcher 2 ran extremely poor with Ubersampling on. Top of the line GTX 590 barely reached 30+ FPS on 1080p: www.techspot.com/review/405-the-witcher-2-performance/page3.html
- Witcher 3 ran extremely poor with Hairworks on. It basically slashed the performance in half, and pushed the minimums below 30 FPS even on GTX 980. Additionally, it was unplayable on 4K: www.techspot.com/review/1006-the-witcher-3-benchmarks/page6.html
Anyone expecting this to run on RT ultra on 4K with current gen hardware is in for surprise: a console-like cinematic experience (30 FPS) ;)
Also bare minimum is an RX470*
ALSO also, does this mean it wont have ray tracing on the console versions either?
There is no reason to pull support for DXR other than being bought out by Nvidia
As in anything with RTX labeled on it is now an Nvidia supported game, No thanks I've had enough that with "Nvidia the way it's meant to be played".
DX12 and DXR are a joke at this point much like mGPU support for DX12
Its yet another confirmation you can take system specs with a truckload of salt. Gosh... wasn't that the case in 1995 as well? :D I bet its still like that in 2077... Yeah and there are numerous other great ideas of playing with 'light' that really needs to appear for me, before RT can truly impress. I mean right now its just an upgrade to whatever we already had. It doesn't enable anything new. No gameplay emerges from it. Its just another graphical setting like SSAO, god rays (hey!), etc.
I mean its not hard... where is my god damn Silent Hill with RT integrated right from the start? We got a handful of Resident Evil remakes... none of them figured out that horror and truly dynamic lighting might actually have some sort of effect? Where is Sony with a first party RT-focused single player miracle like Shadow of the Colossus? So many questions... the answer: we're too early in the adoption curve. Its pretty strange to see a brand new gen launching without such an eye-catcher, given the fact the hardware is there and brand new.
Its either lazy or it was rushed...
For laptop users, you want no less than a 2060.
That is some hefty RT tax.
The problem comes in the second phase onwards. Is it really that easy to implement to justify the cost for these publishers? I suppose we are entering now that phase where we will see how it goes. I hope it gets traction, it's an awesome tech, but the final money return will dictate its survival.
Day 1 and foreseeably for a few weeks/months(?), if you want the prettiest game, you'll need to use an RTX card or play without DXR. Personally I don't see RTX or even DLSS as must have features, barely selling features really (having said that, Control was epic with DXR), I choose a card primarily on the base merits (rasterization, price, temps, acoustics etc etc) and the extras are nice to have. Fun to turn on these bleeding edge/experimental features though, I certainly enjoy that where it's an option.
community.microcenter.com/discussion/5822/rx-6000-series-stock-from-aib-board-partners