Tuesday, April 4th 2023

NVIDIA Previews Ray Tracing: Overdrive Mode in Cyberpunk 2077, Update Arriving April 11

CD PROJEKT RED's Cyberpunk 2077 is already one of the most technologically advanced games available, using several ray tracing techniques to render its neon-illuminated environments and vast Night City visuals at incredible levels of detail. On April 11th, a new Cyberpunk 2077 update will hit the streets, featuring the technology preview of the Ray Tracing: Overdrive Mode, which enhances the game's already-amazing visuals with full ray tracing, otherwise known as path tracing.

Full ray tracing accurately simulates light throughout an entire scene. It is used by visual effects artists to create film and TV graphics that are indistinguishable from reality, but until the arrival of GeForce RTX GPUs with RT Cores, and the AI-powered acceleration of NVIDIA DLSS, real-time video game full ray tracing was impossible because it's extremely GPU intensive.
Previous techniques separately addressed ray-traced shadows, reflections and global illumination for a small number of light sources. Full ray tracing models the properties of light from a virtually unlimited number of emissive sources, delivering physically correct shadows, reflections and global illumination on all objects.

The technology preview for Cyberpunk 2077's Ray Tracing: Overdrive Mode is a sneak peek into the future of full ray tracing, and we are working with CD PROJEKT RED on further full ray tracing enhancements, bug fixes, and performance optimizations.


One of the most impactful additions in the technology preview of Cyberpunk 2077's Ray Tracing: Overdrive Mode is NVIDIA RTX Direct Illumination (RTXDI), a free SDK that enables developers to closely replicate the appearance of light in scenes with numerous light sources. With RTXDI, thousands of objects can emit ray-traced light. In Cyberpunk 2077, each neon sign, street lamp, LED billboard, car headlight, and other source of light is now ray-traced, bathing objects, walls, passing cars and pedestrians in accurate lighting.

With full ray tracing and RTXDI, now practically all light sources cast physically correct soft shadows, a feat previously unimaginable using previous approaches. Players will experience enhanced shadowing, with better depth, detail and realism. Cyberpunk 2077 features a full day-night cycle. To upgrade indirect lighting from all emissive sources, including the sun and moon, Global Illumination (GI) needed to be path traced, too. Rendering techniques including Screen Space Reflections, Screen Space Ambient Occlusion, and the existing GI solutions were replaced by a single unified algorithm that delivers more accurate lighting of scenes and objects.
Rasterization based lighting pipelines rely on many independent subsystems. It's not uncommon that they can create unbalanced lighting in more complex scenarios. Ray tracing significantly improved overall quality and some of the main pain points of each subsystem. The unified fully ray-traced pipeline builds on these advances and completely removes the need for extensive per-scene tweaking, delivering amazing and predictable results each time, while also improving image quality, immersion, and realism.

With the Ray Tracing: Overdrive Mode enabled, natural colored lighting bounces multiple times throughout Cyberpunk 2077's world, creating more realistic indirect lighting and occlusion. Reflections now incorporate bounced detail, too, and are rendered at full resolution, accentuating the cyberpunk aesthetic and further heightening immersion. Combined, the full ray tracing of direct and global illumination give gamers the most advanced real-time lighting seen to date in gaming, and a preview of how all games will look in the future. To bring these incredible effects to life, at performant frame rates, CD PROJEKT RED and NVIDIA have worked hand in hand to introduce new optimizations for this entirely new fully ray-traced pipeline.

NVIDIA Shader Execution Reordering (SER) helps GPUs with executing incoherent workloads boosting performance, NVIDIA Real-Time Denoisers (NRD) have been leveraged to further improve performance and image quality, and our drivers have been specially tuned to optimize frame rates. So be sure to update to the Cyberpunk 2077 Ray Tracing: Overdrive Mode GeForce Game Ready Driver. Together with NVIDIA DLSS 3, the performance multiplier, these technologies, tweaks and optimizations enable GeForce RTX 40 Series gamers to play Cyberpunk 2077 fully ray-traced with maximum performance.

"Here at CD PROJEKT RED we are very proud to be technology innovators, and DLSS 3 gives us meaningful performance gains to tackle the addition of even higher levels of ray tracing to deliver a visually rich experience for our gamers." - Jakub Knapik, VP, Global Art Director, CD PROJEKT RED

Full ray tracing is extremely GPU intensive. For the technology preview of Cyberpunk 2077's Ray Tracing: Overdrive Mode we recommend using a GeForce RTX 40 Series GPU and NVIDIA DLSS 3. The technology preview of Cyberpunk 2077's Ray Tracing: Overdrive Mode will be coming on April 11th to all PC store fronts, giving GeForce RTX 40 Series gamers the ultimate Cyberpunk 2077 experience.

Those without a game-ready device can also experience Cyberpunk 2077 with DLSS 3 and full ray tracing in the new Ray Tracing: Overdrive Mode by streaming it from the cloud with a GeForce NOW Ultimate membership, which gives you the power of a GeForce RTX 4080-class PC in the cloud.
Sources: NVIDIA Featured Story, NVIDIA GeForce YouTube Channel
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43 Comments on NVIDIA Previews Ray Tracing: Overdrive Mode in Cyberpunk 2077, Update Arriving April 11

#26
sLowEnd
This will sell RTX 5000 series cards nicely.

It does look pretty nice though, I'll give them that. Can't wait to see lighting quality like this in more games.
Posted on Reply
#27
Luminescent
Nvidia - we need more ray tracing!
Amd - we need more assets to fill up Vram and kill the classic 8gb GPU
Consoles - we sell games and we need great games
Posted on Reply
#28
Bomby569
oxrufiioxoI actually really like Frame generation in this game it's really good

But let's be real it will probably be at least 15fps :laugh:
and I'm ok with that I'm tired of developers not pushing PC visuals forward I can't remember the last game I looked at and went wow I haven't seen something that looks that good.
Even witcher next gen looks better overall maxed out than the majority of new games to me and the bones of that game are like 8 years old.

I don't give two $h!ts if the average pc gamer with their potato pc can't run it.
probably the 4K was what set us back, most 4k users couldn't even get 30fps at low settings for ages, and are now only seeing 60fps medium in most cases and they throw a party. 1080p master race was rocking ultra settings 120fps and being set back by you guys :D



edit:
i'm really bad at this kind of stuff, seeing almost imperceptible differences in images, but seeing the video it seems more like what people do with Assetto Corsa, filters, more light less light, hotter or cooler colours. Shadows seem the same to me.
Posted on Reply
#29
Guwapo77
mamaUnless you're on a 4090 what's the point? Even then: 16fps? Frame generation is not the solution as it degrades quality. Surely raytracing is about better quality imaging. I guess this is an upsell for future high end RTX GPUs. Looks like Nvidia doesn't see a certain alternative raytracing tech coming...
Gotta start somewhere. Remember when AA crushed GPUs? The same arguments were made way back when. I just hope there will be a serious performance evolution that takes place which greatly enhances the "real" performance where that 16FPS hits at least 60.
Posted on Reply
#30
Garrus
oxrufiioxoNot a huge fan of UE never have been.... The coalition is the only developer that has impressed me with the engine. Gears 4/5 and the matrix awakens demo.
mass effect...
Posted on Reply
#31
Od1sseas
Too bad the game is trash. I hope we get full Path Tracing in GTA 6
Posted on Reply
#32
dgianstefani
TPU Proofreader

Overdrive mode looks nice, replacing any rasterization lighting left.
Posted on Reply
#33
ThrashZone
Vayra86Yeah I don't know, I strongly prefer the RTX OFF shots in the video to the ON comparison of them, like, every single one.
Hi,
Indeed this was a poor rtx on trailer sell
Only a couple of spots on all looked clearer or more defined everything else looked darker or over lit passed wtf :/
Posted on Reply
#34
kapone32
JimmyDoogs:eek: Frame Generation is amazing.
Really? Using math to guess what the difference is between 2 scenes and making them 3 is 40 Year old technology.
Posted on Reply
#35
dgianstefani
TPU Proofreader
kapone32Really? Using math to guess what the difference is between 2 scenes and making them 3 is 40 Year old technology.
Crazy that it's apparently that simple!? Yet your AMD GPU can't do it.

Ray tracing is just light right? It's technology that's been around since the big bang!
Posted on Reply
#36
kapone32
dgianstefaniCrazy that it's apparently that simple!? Yet your AMD GPU can't do it.

Ray tracing is just light right? It's technology that's been around since the big bang!
I am talking about Fujitsu doublers that have been in TVs since at least 1987.
Posted on Reply
#37
dgianstefani
TPU Proofreader
kapone32I am talking about Fujitsu doublers that have been in TVs since at least 1987.
Yep, totally the same thing!
Posted on Reply
#38
gffermari
A close to path tracing result could be achieved using ray tracing.
The problem is that when CP77 released, the 3000 GPUs were incapable of running the game in decent fps and obviously CD Project wouldn't want their overly hyped game to run as shXt in the latest and greatest 3090.

Now that's the dust has settled, they can release the path tracing version even if the 4090 can actually run it only with every tech trick there is.
Posted on Reply
#39
dgianstefani
TPU Proofreader
gffermariA close to path tracing result could be achieved using ray tracing.
The problem is that when CP77 released, the 3000 GPUs were incapable of running the game in decent fps and obviously CD Project wouldn't want their overly hyped game to run as shXt in the latest and greatest 3090.

Now that's the dust has settled, they can release the path tracing version even if the 4090 can actually run it only with every tech trick there is.
20 FPS native 4K with settings maxed in real time full RT path tracing is a lot more than the less than 0.1 FPS that was possible in the Pascal/Vega era.

Progress doesn't always go from zero to perfect instantly.
Posted on Reply
#40
gffermari
dgianstefani20 FPS native 4K with settings maxed in real time full RT path tracing is a lot more than the less than 0.1 FPS that was possible in the Pascal/Vega era.

Progress doesn't always go from zero to perfect instantly.
of course, i totally agree. I don't know why you quote my post.

do we know when the update is coming?
Posted on Reply
#41
kapone32
dgianstefaniYep, totally the same thing!
They achieve the same Goal.
Posted on Reply
#42
Dragam1337
I gotta say, im not super impressed with this... sure, it's an improvement over regular RT (which i was never super impressed by in the first place) but at an INSANE performance penalty.

These are taken at 4k with 58 fps cap.

No RT

Psycho RT

RT overdrive

So RT overdrive is something like 4 times as demanding as no RT, and is without comparison the game that has pushed my 4090 the most... also in terms of watt. And imo RT, and RT overdrive in particular, is not THAT much better looking than regular rasterazation (i actually prefer the non-rt overdrive images in some cases, like below).

Psycho RT

RT overdrive
Posted on Reply
#43
dgianstefani
TPU Proofreader
kapone32They achieve the same Goal.
Sure bud.
Dragam1337I gotta say, im not super impressed with this... sure, it's an improvement over regular RT (which i was never super impressed by in the first place) but at an INSANE performance penalty.

These are taken at 4k with 58 fps cap.

No RT

Psycho RT

RT overdrive

So RT overdrive is something like 4 times as demanding as no RT, and is without comparison the game that has pushed my 4090 the most... also in terms of watt. And imo RT, and RT overdrive in particular, is not THAT much better looking than regular rasterazation (i actually prefer the non-rt overdrive images in some cases, like below).

Psycho RT

RT overdrive
Looks better in outdoor environments IMO.
Posted on Reply
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