Thursday, September 12th 2024
Cyberpunk 2077 Update Adds AMD FSR 3 and Frame Generation for PC Players
Cyberpunk 2077 has historically been a challenging game to run, although a number of optimizations and updates throughout the game's life cycle have improved quality of life and visuals greatly. The latest Cyberpunk PC patch 2.13, released on September 12, aims to improve both the base game and the Phantom Liberty expansion with the introduction of AMD's Fidelity FX Super Resolution with Frame Generation.
The addition of FSR 3 comes almost a year after the game gained support for NVIDIA's competing DLSS 3.5 and AMD claims that Frame Generation and FSR 3 can boost frame rates by upwards of 300% at higher resolutions with less of a quality penalty than previous versions. Cyberpunk's performance gains are likely less drastic, though, since even AMD says its Fluid Motion Frames 2 only achieves a 78% performance boost. Performance claims aside, FSR 3 and frame generation should make playing Cyberpunk 2077 on devices like the Steam Deck more viable, since the Steam Deck doesn't have the benefit of AMD Fluid Motion Frames built into the AMD drivers like Windows devices do.PC players will need to enable FSR 3 and Frame Generation in the Cyberpunk 2077 graphics settings manually after the update, and CD Projekt Red has left FSR 2.1 available as a compatibility option. FSR 3 and FSR Frame Generation require at minimum an AMD Radeon RX 5000-series or NVIDIA GeForce RTX 20-series GPU. Meanwhile, FSR 3 without Frame Generation is also available for AMD Radeon RX 500-series and NVIDIA GeForce RTX 10-series cards, which is likely where it will be needed the most, given the growing gap in performance between modern and aging graphics hardware.
There are also a few caveats about using FSR 3 Frame Generation, since CD Projekt Red and AMD both recommend only using Frame Generation if base frame rates are high—60 FPS according to CDPR and 50 FPS according to AMD. Hardware-accelerated GPU scheduling is also required to enable FSR Frame Generation, so this will need to be enabled in Windows Graphics Settings. CDPR also advises updating your graphics driver to AMD version 32.0.11037.4004, NVIDIA version 556.12, or Intel version 32.0.101.5972, depending on your GPU vendor.
The Cyberpunk 2077 patch 2.13 also contains other updates, including stability fixes, support for Intel Xe Super Sampling 1.3, and the ability to simultaneously use both DLAA and DLSS Ray Reconstruction. The options for HDD Mode, Hybrid CPU Utilization, and AMD Simultaneous Multithreading options have also been moved to a new "Utilities" tab in the in-game settings menu.Official patch notes:
Source:
CD Projekt Red
The addition of FSR 3 comes almost a year after the game gained support for NVIDIA's competing DLSS 3.5 and AMD claims that Frame Generation and FSR 3 can boost frame rates by upwards of 300% at higher resolutions with less of a quality penalty than previous versions. Cyberpunk's performance gains are likely less drastic, though, since even AMD says its Fluid Motion Frames 2 only achieves a 78% performance boost. Performance claims aside, FSR 3 and frame generation should make playing Cyberpunk 2077 on devices like the Steam Deck more viable, since the Steam Deck doesn't have the benefit of AMD Fluid Motion Frames built into the AMD drivers like Windows devices do.PC players will need to enable FSR 3 and Frame Generation in the Cyberpunk 2077 graphics settings manually after the update, and CD Projekt Red has left FSR 2.1 available as a compatibility option. FSR 3 and FSR Frame Generation require at minimum an AMD Radeon RX 5000-series or NVIDIA GeForce RTX 20-series GPU. Meanwhile, FSR 3 without Frame Generation is also available for AMD Radeon RX 500-series and NVIDIA GeForce RTX 10-series cards, which is likely where it will be needed the most, given the growing gap in performance between modern and aging graphics hardware.
There are also a few caveats about using FSR 3 Frame Generation, since CD Projekt Red and AMD both recommend only using Frame Generation if base frame rates are high—60 FPS according to CDPR and 50 FPS according to AMD. Hardware-accelerated GPU scheduling is also required to enable FSR Frame Generation, so this will need to be enabled in Windows Graphics Settings. CDPR also advises updating your graphics driver to AMD version 32.0.11037.4004, NVIDIA version 556.12, or Intel version 32.0.101.5972, depending on your GPU vendor.
The Cyberpunk 2077 patch 2.13 also contains other updates, including stability fixes, support for Intel Xe Super Sampling 1.3, and the ability to simultaneously use both DLAA and DLSS Ray Reconstruction. The options for HDD Mode, Hybrid CPU Utilization, and AMD Simultaneous Multithreading options have also been moved to a new "Utilities" tab in the in-game settings menu.Official patch notes:
- Added support for AMD FidelityFX Super Resolution 3 with Frame Generation.
- Added support for Intel Xe Super Sampling 1.3.
- It will now be possible to enable both DLAA and DLSS Ray Reconstruction at the same time.
- Added a new "Utilities" tab in Settings and moved HDD Mode, Hybrid CPU Utilization and AMD Simultaneous Multithreading (SMT) options there.
- Other stability and visual fixes.
122 Comments on Cyberpunk 2077 Update Adds AMD FSR 3 and Frame Generation for PC Players
However, AMD really don't do enough. FSR from today is worse than DLSS from 3 years ago. AMD FG from today is worse than NV FG from the launch. XeSS is much younger, Intel are much newer to this market, however XeSS looks better than FSR already. Despite all those issues Intel are forced to reckon with lately. AMD are too late for a wake up call. They need a nuke.
Stop making excuses on behalf of AMD. They are no longer that struggling company that is on brink of bankruptcy, trying to survive against two giants. Nowadays they are healthy and profitable business and must do a better job. Their fans (i used to be one as well, until they spent billions on share buybacks instead of improving the company and its technologies) should demand and expect better job from them.
When will they abandon the low cost, low efforts approach of just releasing something as open source and leaving it to the developers to implement it well, which almost never happens. Instead of using Nvidia/Intel approach of utilizing the Nvidia's Streamline SDK and continuously refine the upscaling algorithms and models and updating the binaries. When are they going to release a machine learning enhanced version of FSR? FSR continue to shimmer and ghosts and have all kinds of other image quality shortcomings.
AMD wants to win back market share. That wont happen If they continue with the low cost, low efforts approach. Nvidia's market share gains have shown that people are willing to spend more for extra features and good experience. Like i said in another post, competing solely on raster/price is no longer enough.
Look at the state in which Zen5 was released. The infamous "Finewine" technology, i.e. beta drivers.
AMD MUST DO A BETTER JOB! Especially on the software side.
I'm saying this strategy does not work for AMD, and in the end, AMD is the company wasting time and energy on this, with a certain purpose. Its purpose is obviously to sell GPUs.
So that's all on AMD. As is their marketing overall. They suck hard at it. What's so radically different to you, after 2.0 then? In my experience... the city's still lifeless and empty (okay, assets move around in it, but interaction zero), traffic is still prone to randomly crashing if you turn around, and let's not get started about police behaviour, that's probably even more hilarious... The missions are the same as before... the crafting and economy systems of the game are still broken AF, the new talent trees are a good addition though. That's really the only radical change I could say has truly made the game (somewhat) better. But even now, there's not really any semblance of balance, between talent trees or weapon types; or relative to the enemies you meet. I also can't truly say the combat's improved in the way it works or flows; you can still do mostly whatever and succeed...
Alongside that, numerous bugs still happen, and sure, a lot can be written off as 'oh its fun in the sandbox' but I wouldn't directly say it oozes quality and polish. And masterpiece... eh, just no. There's barely a game and there's a bunch of story missions in a city. That's about as far as Cyberpunk managed to go. It should have been so much more. And I tried, I really, really tried to find the game here, the thing that keeps you going back, but apart from the pretty pictures (in some places... Night City still also has a lot of deserted, unfinished alleys and whole districts even, and no, that's not for its immersive qualities) I don't find it, even after trying all sorts of builds and playstyles. A lot of features and skills for example, (cyberhacks especially, but lots of (smart-) guns too) just simply don't work well, either situationally or at all. Nothing changed here between 1.21 and 2.0. Oh yeah, sure, an Nvidia game that also appears on every console where it uses AMD technology. Come on dude. What bags of money, they're bloody releasing the vast majority of sales on AMD hardware.
The fact Nvidia has pushed RT doesn't mean AMD can't push its upscale proper. Its IN THE GAME. As in, devs DID implement the technology. Of COURSE AMD is next in line to tell them they need to do it properly! And if they don't, AMD should have sent an engineer that way to do it for them - something Nvidia is keen to do, by the way, and has been doing, for decades. Its not just bags of money here, its dedicated investment of time and workforce. Its way too easy to keep saying 'devs fault' in this space. Collaboration doesn't work that way, as evident.
My GPU is dated and could've been top tier maybe seven years ago but now it's just a last gen mid-tier unit that's barely suitable for next-gen 1080p. However, with upscaling, it's possible to have it playable at 4K, also having more image quality than at native 1080p. At a conservative performance cost (approx. 85 FPS at 1080p native VS 65 FPS at 4K with XeSS Performance), too.
Image quality damage from upscaling has become almost negligible and it's far less damage than when lowering the "basic" settings. I see no reason to prefer lower settings over upscaling, unless upscaling isn't present or is poorly implemented.
FSR3 mostly gets rid off ghosting behind the cars compared to FSR2 but it's not perfect. It still has excessive shimmering on vegetation while standing still. It looks good otherwise but I'd rather use XeSS 1.3 as it does better job on both of those scenarios.
FSR FG was initially really bad. Motion fluidity was horrible. But after playing with resolutions and video options it fixed itself. My best guess is Vsync was stuck as on after patching and turned off again by playing with video settings. 6800XT, FSR Balanced 1440p, RT Ultra plays mostly 100+FPS with FG on. But honestly, I really dont see or feel any difference after AFMF2. And I have to use FSR3 for FSR FG. Cant use Xess 1.3 with it unlike with AFMF2. I guess I'll stay on AFMF2+XeSS 1.3.
Fun fact, you use AFMF2 over FSR FG and they both work. :laugh:
Both XeSS and FSR are a horrid mess at 1440p if you do Balanced though. Great at 4K (however, I need something faster than 6700 XT to run it with RT ON). Does it work any faster though?
So basically windows 10 = no HAGS And windows 11 HAGS works for Radeons.
I think I came across it when looking up info on PSSR.
And the game is first person, yes, but it's not strictly a shooter. Rather an action-packed adventure. The opposite here. I'm having XeSS slower than FSR but holy drone, is it miles ahead of the latter in terms of clarity.
That's why I compared via setting the scaling ratio manually. Still, too odd even if my assumption on 50/59 is true.
I went back to test a few things with the 4080S I have before doing some part swaps, and noticed that without RT enabled theres texture flickering on medium distance buildings/geometry everywhere in this game. At first I though it had to do with AF, or DOF settings, and after googling + trying everything I could find, the only fix was to turn RT back on. And just like that all the flicker was gone.