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Cyberpunk 2077 Benchmark Test & Performance

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There's something called fresnel. Here's an introductory technical explanation geared towards ray tracing:

Yhea I'm familiar with the fresnel, but the post that I responded to wasn't talking about the lack of fresnel, but rather that the fact that the water reflected objects that weren't supposed to there at all. And I just said that he didn't take into account the pov of the player, and just focused on the distance between the objects and the water, to make a rough suggestion.
But it's true that the water reflection is too even across the surface, but that's just one of those things that are currently too demanding.
 
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I'm seeing a tech review of DLSS vs CAS in Overclock3d, and not only CAS is worst by far, DLSS it's better in some cases that native, less blurry.

AMD needs something like DLSS ASAP.
 
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I'm seeing a tech review of DLSS vs CAS in Overclock3d, and not only CAS is worst by far, DLSS it's better in some cases that native, less blurry.

AMD needs something like DLSS ASAP.

@clopezi how much longer until DLSS 2.2 is released?
 
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10GB seems like it just MIGHT not be enough after all if you want your card to last more than two years at 4k if this game was built with last gen consoles in mind.
 
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I'm seeing a tech review of DLSS vs CAS in Overclock3d, and not only CAS is worst by far, DLSS it's better in some cases that native, less blurry.

AMD needs something like DLSS ASAP.
All these screnshots are blurry as hell. Pretty sure Chromatic Abberation was on aswell. Turn that thing off then compare native to dlss-q. I've done it in my case, and certainly native looks clearer.
 

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All these screnshots are blurry as hell. Pretty sure Chromatic Abberation was on aswell. Turn that thing off then compare native to dlss-q. I've done it in my case, and certainly native looks clearer.

Thats a good point - those of us who turn off those SUPER ULTRA BLUR MODE features like motion blur, chromatic garbagemation, etc will see the differences a lot easier. They may be a good way to cover up DLSS quality loss.
 
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Thats a good point - those of us who turn off those SUPER ULTRA BLUR MODE features like motion blur, chromatic garbagemation, etc will see the differences a lot easier. They may be a good way to cover up DLSS quality loss.
Bingo! :toast:
 
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Thats a good point - those of us who turn off those SUPER ULTRA BLUR MODE features like motion blur, chromatic garbagemation, etc will see the differences a lot easier. They may be a good way to cover up DLSS quality loss.
The PC hardware industry has spent decades improving resolution, texture quality, framerate, dynamic range, antialiasing, anisotropic filtering etc - all to make the image as sharp and clear as possible.

....and after all that work, game devs are like "Hey, we should make this look smeary, out of focus, and, uh... like it's recorded on grainy old celluloid and on low-quality cameras. Oh, also shake the screen so they can't see what they're doing when anything explodes"

Motion blur, depth of field, chromatic aberration, film grain, and screen shake always off when I have the option; If I want shit graphics I'll run it on a potato.
 

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The PC hardware industry has spent decades improving resolution, texture quality, framerate, dynamic range, antialiasing, anisotropic filtering etc - all to make the image as sharp and clear as possible.

....and after all that work, game devs are like "Hey, we should make this look smeary, out of focus, and, uh... like it's recorded on grainy old celluloid and on low-quality cameras. Oh, also shake the screen so they can't see what they're doing when anything explodes"

Motion blur, depth of field, chromatic aberration, film grain, and screen shake always off when I have the option; If I want shit graphics I'll run it on a potato.

Game consoles man, those features are there to help cover up aliasing, bad textures and frame drops (motion blur) - and then theres contracts demanding feature parity between platforms, so here we are.

A little divergent but on android, google wasnt allowed to include widgets for home automation on their phones/android OS (like a button to turn lights on and off, freaking amazing for the elderly or disabled) because apple didnt have widgets. So instead of a really nice feature we could use and customise (like, dedicating an entire home page to turning lights/AC etc on and off for my half disabled father) we got... FEATURE PARITY where it sucked for everyone.
 
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Can you remember Crysis 3's water. When the game released(and this may still be the case) The whole of the main map had water rendered under the map.
Meaning only high end hardware could keep up.
So with this in mind i loaded up the game and lowered the cascaded shadow range and quality to medium. This made virtually no impact to the image quality of the scene and if anything it looked better. So now with most settings at their highest baring those listed above im hitting a constant 79 - 90fps with short drops to 61-67fps. My point about the water, is that this game doesnt look like it should be that hard to render. It seems like they have just turned up the shadow quality(res) although if that were the case you would think they would just of lowered these settings as standard for the consoles. Maybe i'm wrong. I'd like to see the actual numbers used in the ini. Turning on RTX Reflections gives me a 30fps defecit. Looks good, but i wont be able to stream the game at 30fps... ^^ I think i'm relieved how good the game still looks when you lower those shadow settings etc.
 
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Cheeseball

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Can you remember Crysis 3's water. When the game released(and this may still be the case) The whole of the main map had water rendered under the map.
Meaning only high end hardware could keep up.
So with this in mind i loaded up the game and lowered the cascaded shadow range and quality to medium. This made virtually no impact to the image quality of the scene and if anything it looked better. So now with most settings at their highest baring those listed above im hitting a constant 79 - 90fps with short drops to 61-67fps. My point about the water, is that this game doesnt look like it should be that hard to render. It seems like they have just turned up the shadow quality although if that were the case you would think they would just of lowered these settings as standard for the consoles. Maybe i'm wrong. I'd like to see the actual numbers used in the ini.

This was Crysis 2, due to water tessellation. I remember Crysis 3 was a bit more optimized out the door because I was able to play it with a 7870 XT (the 1,536 core version) without any heavy performance loss.
 
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your right buddy... It was Crysis 2.
took some doing but i seem to have the streaming sussed out. Process Lasso is essential for me otherwise streaming drops 20-30fps from my in game performance and the streams are terrible quality. This looks like its fixed.
cyberpunk2022picfire.png
 
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RT with DLSS on the first comparison image - that's just a blurry mess. The other comparison images aren't as bad. I still don't like DLSS, but that's just based off comparison images from TPU benchmarks of games. I actually haven't had first hand experience with it in any game. Perhaps while playing a game I might not notice the blurriness of DLSS so much since I'd be actively playing the game and not just staring at a comparison image.

Was fun reading through the benchmark and comparing the images. Good job on the benchmark review.
 
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Where are the non-RT setting comparisons? It looks like like CDPR raised the standards completely, so Low isn't exactly low.
 
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Looks like TPU is getting cancelled.

In several cases, I found the non-RT lighting better even though I realized it wasn't as physically accurate as the raytraced version
 
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Mussels

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Where are the non-RT setting comparisons? It looks like like CDPR raised the standards completely, so Low isn't exactly low.

Havent you seen the news? no ones allowed to focus on non RT testing
 
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Thats a good point - those of us who turn off those SUPER ULTRA BLUR MODE features like motion blur, chromatic garbagemation, etc will see the differences a lot easier. They may be a good way to cover up DLSS quality loss.

Also, I think people who praised CP2077's DLSS is good are the ones who never bothered to run the game on native to begin with. It's not a day and night difference, but native is discernably less blurrier (at least on 1440p).
 
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