#▫️Cyberpunk 2077 Ultra+ 2.13 Patch Patch Patch Patch
1 messages · Page 6 of 1
From what I tested yeah
It resets something
Man, RT+PT is such a good performance option for people that want more. Comparing screen shots, it gets really close to PT in some scenes.
To me it's either PTNext for quality or RT+PT for perf
Some texture detail is definitely lost when using PT from what I'm assuming is denoising or dlss 3.5
What resolution are you running at
1440p
I have faith it will be improved like SS and FG were
AI just needs more training time
Like the new dlss preset E is pretty much perfect
yep
i just tried to do it programatically and it doesn't seem to fix things the same way 🤔
the only thing both RT and RT+PT is missing is proper AO ... i'm working on that next
i think with proper AO it will look very close to PT
this is why i prefer NRD
Yup I noticed that
@gritty geode Hey btw when using RT+PT and then enabling RR it doesn't save it for the next time I boot up the game. It sets it to NRD on every start. Can this be fixed?
yes i know, i think that's a vanilla problem... it's on my list to fix
I just tested without your mod and it doesn't reset to RR off
So it isn't really the FOV being changed that fixes it right but something that is called to reset the settings?
Or camera or whatever
@gritty geode is turbohack enabled by default in all modes?
another question: what does "AmbientOcclusionRayNumber" do and why is it 0 for PTNext when in Vanilla it is 1?
and why are some stuff that are enabled in Vanilla disabled in PTNext such as "EnableDiffuseIllumination" or EnableTransparentReflections and stuff like that
no i deleted it 😊
i presume it's the number of rays used to calcualte AO for ray tracing ... but AO doesn't seem to work for raytracing. its default value is 1... it' snot used in PT at all
they don't do anything 😊
well, as far as Fire and my testing goes they don't
ah okay
Then it wouldn’t hurt to enable them right?
Since they are default values
just to be safe
oh okay, I saw it in the options file so I thought it was enabled by default. Is it safe to remove it from the code then?
the mod doesn’t work for me
Failed to find game option “Checkerboard GI”
and it doesn’t load the Ultra+ panel
delete the mod folder and extract it again, it probably tries to load an option that was saved from the previous state of the mod
oh nvm, just move the CheckerboardGI line from config_common.ini under the [Rendering] section
move to where?
ah okay got it
Okay 2 more things
- The game doesn’t detect my settings until I click on PTNext
even if it was already automatically selected
stuff like SunAngularSize or ShadowFadeFraction for example
- this file has the Sharc Scene Scale but it doesn’t show up in U+
going into a car changes the fov, might be a quick workaround if you don't want to go though the menu's
I don't understand what point you're trying to make? Lumen is just Epic's native implementation for GI/Reflections, why are you surprised it looks worse than PT?
also quickly tried rc1, can confirm that its the best cyberpunk has looked so far. Tested it at to my knowledge the best spot to test performance (front of heavy hearts going inside), I did ran out of vram, and my 4090 shat the bed, walked to the big barghest encampment with my gpu running at ~200 watts consitently, walked out of dogtown, to still suffer this. Went into the menus and apperently this cleared up the issue, and resumed freeing up ~3GB of vram, and springing back in action running at ~400 watts again
I am not surprised. I just don’t agree with people saying it is as good as PT or some say even better
Literally nobody says that
you should look at some demo's, ill try to find it, but man lumen can look spectacular
It's like arguing against a straw man
can you show me what's below the SHARC section in the mod menu?
Also you picked a very specific kind of scene where the difference is very obvious due to glossy reflections
Performance test of the most realistic realtime forest we have created so far for Unreal Engine 5.3. Running @4k with Epic settings on RTX4090.
- 100% procedural generated 4 sqkm map
- Photogrammetry scanned assets
- Ultra highres Nanite foliage
- Lumen dynamic lighting
- Virtual Shadow Maps
- Full dynamic wind
- Player foliage interaction
- Hu...
Outside of edge case scenarios like that, the difference is not going to be so big
Also another thing to note is that few developers will bother adding Nvidia's PT, because that's on a separate Nvidia custom branch of the engine
Which creates all sorts of issues
it should be the first, right above ReLAX direct diffuse fast, maybe u forgot to add sammi's modified options.lua after extracting the original mod files again?
Yep I know, I double checked
The code lines are consistent with other options too
I mean I am not saying Lumen is bad, it is actually impressive what Hardware Lumen can do compared to PT
It is like 80% as good with much better performance
I would rather have that in every new game instead of full Nvidia PT in a couple games
But whenever there is the option, I would always choose Nvidia’s PT. That was my point
Since it's not integrated into mainline UE5 branch and not available as a plugin, means there will be very low adoption
Lumen or PT?
PT
Yeah I know, it is what it is
can you try to move this under RTFLOAT?
I see that i have missed a lot
I also see that big improvements have been made
Nice
when you load into a game, does the mod output in the console "PTNext detected ... separate denoiser"?
okay, i wanted to be sure. it might still be broken
So i have to untick it
and only then it acts like it has been enabled
okay so another issue
SHARC Scene Scale at 50 is wayyy too low
sorry for phone pictures but I can’t be bothered to alt tab and snip every time
1 sec
SceneScale 50
250
150
A BUCKET APPEARS😮
oops
550
that may or may not have been me
I mean look at the difference
that is way too bright of a bucket
Its a light?
You can clearly see that the bucket is too bright
It looks very out of place
how many texture mods do you have installed? 😮
i think this one looks fine
550 looks too bright
Okay hear me out. Go to your bathroom, turn off the light, find the smallest tiniest flashlight you can find
turn it on
watch how the entire room illuminates
I understand how light works
it is supposed to be this bright
Unreal Engine 5.3 Path Tracing vs Lumen
Course Link: https://www.artstation.com/a/30943404
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N...
But bucket😭
it is fixed no worries
even 250 turns almost as dark as 50 though
once you move a few meters back
it should be the bare minimum
but
it kills fps
even 250 is around 7% slower than 50
and it is barely an improvement
oh, that sucks
that too
550 is a 15% performance hog but it doesn't seem to be affected by distance at that point, at least not visible
but your fps will go from 70 to 60
or 60 to 50
have you tried somewhere else?
about to try
v4.0-rc2
- prevent separate denoiser turning on when using NRD
- fix checkerboard GI
- fixed SHaRC scale not being adjustible (it's further down now)
- fixed something else 🤔
okay here is the thing, PT21 does not have this issue
see? i agree 😂
you going quick now
PT21 is also NOT affected by sharc scene scale
it is always as bright as 550 in PTnext
so bucket is really correct there
huh
bucket looks so strange though
my brain is just tricking me
okay, all other settings being the same, PT21 performs same as PTNext with SceneScale 250
i settled on 200 in my earlier testing. you could try 200 or 250 with a downscale factor of 10 or 15
and I think 250 should be the bare minimum
maybe add it to the quality settings?
PT21 and 2.0 look around equal to Scene Scale 400+
yes that's where it was originally
ah, but it got removed from there
@late vine can you try to replace line 399 from init.lua with:
if not config.regirActive and var.settings.mode == var.mode.PTNEXT then
will do in a sec
Okay I don't even know what the hell is going on
I restarted game now sharc settings do nothing
for the latest version that sammi uploaded recently
btw, you're reloading the mods instead of restarting the game, right?
You are correct my good sir
you can edit the mod files on the fly and reload the mods without having to restart the game
don't think cyberpunk really allows that with some files
just the CET mods
yeah, i thought so
if you break something the mod wont compile and wont load until you fix it, so you can hack around
yes, people complained "ouch my 4090 😭"
so at least with U+ I can edit and reload from cet?
RedHotTools enables reloading archives and other things
yep
what's the change? 😊
Failed to load config common
bruhhhhhh
I am going to rip my hair out
I didn't even touch anything
you were checking for the ReGIR being enabled in settings, but the mod was disabling it at init and regir was never being enabled again
ah nvm
removed game is active and game loaded check since DoFastUpdate already checks for them
oh, yep, that's much better
so what do I change
regir is not being enabled tho from what it seems and i cant debug right now
u could try this
it probably wont do a thing
but idk
oh ReGIR was working fine for me
and the logger was saying all the right things
idk that it's broke, WoaD
this one
are you using NRD?
it doesn't enable separate denoiser if you're using NRD (but I forgot to remove the message)
I use RR
the logger is saying it is being disabled only, code acting sus
same thing
but it didn't happen at first
@real ravine there's an if not GetOption("RayTracing", "EnableNRD") wrapped around the separate denoiser enablement
only after a few reloads
get rid of that and it will work
idk how that GetOption is returning true with RR
(or just use that section from rc1, it works fine)
yes. it may need a wait around it I'm not sure
(I am kind of curious if we should be enabling SD before ReGIRDI)
sorry for the trouble folks. don't code angry 🤪
😡
is there any reason we couldn't do the toggle when it is needed only?
for example turning it off and then on again one time when the game loads
in the whatever specific order it works
it needs to turn off before the shaders are built (before the game starts loading)
that's why it's set up so specifically
hmm, okay
basically as soon as U+ sees the game unload, it disables it, and then waits til the player is in game to enable it
the only oddity is on a small percentage of times there's a weird shadow overlay, and disabling ReGIRDI and re-enabling it again seems to fix it ... which is why I'm wondering if it should be enabled after separate denoiser
(also changing FOV fixes it)
Okay SHARC scene scale seems to cap around 500
or we could just do
- enable ReGIRDI
- enable separate
- disable and re-enable ReGIRDI
which should always work
250 should be the absolute lowest quality settings
@real ravine it's ridiculous but there's a reason CDPR didn't judge enable ReGIR I guess
Because in PT 2.1 and 2.0 they seem equal to around 400-500 sharc scene
there are other ways to adjust brightness too though
that don't cost anything 🤔
I don't think it is brightness
light bounces simply don't reach a lot of places with lower sharc scale
yes there's other ways to fix that
also the difference between 250 and 500 is as big as 50 and 250
the two settings under ReBLUR... 10.0 and -1.0 or something
they have nothing to do with ReBLUR
let me test
hit distance roughness scale?
I think in the debug menu too
yep!
those two
I'd better get to sleep 😂... I really want to stay up and help but WoaD will get mad at me 😂
unfortunately changes nothing 😦
Good night and thanks for your work
I will try to figure something out
hmm, maybe that's the problem then 🤔
okay, there's also emissive distance and other such things
I will test it all out
i think its more because of lod mods tbh, i do run some, can run with way more sometimes too, idk still trying to balance things out a little
i do have a request, could you check some things that might crash the game if not running with DLSS, like when running in DLAA, and you want to compare lets say PT2.0 to 2.1 or PTnext the game ctd's. My suspicion is because of RR being "enabled" while DLAA is active, might also just crash on native setting (no dlss) idk
- also far behind on reading but RC1, didn't save the debug settings
yes I can look... I think I should probably just remove RR/NRD from the mod tbh the game doesn't handle having them changed well at all
PT20 is better than PT21
i was trying to get the best tracing for character shots, since those denoisers destroy detail and such
i do have the NRD toggle from Cyanide, so for me its fine if it gets removed
i also think that the ini tweak to disable NRD sticks, if im not mistaken
Oh my god let him cook
is it
is it working?
wait wait wait
IT IS WORKING
It enables SD
Properly
aaaaand now it doesn’t load the other parameters properly
Fuck
one of the denoisers is interesting, it seems to affect shaddowmaps only
I'm not sure what you mean?
oh which one?
... what are you doing? 😂
Okay wait wait it worked
so it is weird
Here is what I have to do to make everything load properly
- Click on PTNext even if it is automatically set from the last time. This loads my own PTNext settings (the default ones are somehow different from ini values unless I click PTNext manually)
- Tick and untick Seperate Denoiser
- Load game
Only then will SD correctly enable and also keep my own ini values
I'm very curious what you modified now 😊
the biggest one is Sharc Scene Scale
I set it to 400
kills my fps but I can't stand light sources casting bounce lighting that is barely any better than regular RT
Yep it is
350 is good too
the difference between scene scale 350 and 1000 is that after around 5-6 seconds, 350 goes back to being darker (but still 10x brighter and better than 50 or 100)
I'll have a look at light source scales soon
for those first 5 seconds, there is no difference between 350 and 1000
so 350 should be a good value unless someone is planning to stay in one place and stare at a light source for longer than a couple seconds which nobody will do
there has to be another way to do this
I sure hope so because I miss my fps
but I've also A/B'd between PT20 and PTNext and haven't seen much difference
yes there's other things that affect lights and bounces
I'll compare when I can 😊
To my knowledge the user never indicated he was surprised, just wanted to show how stark the difference was. Which is quite stark of course and good to show to people with less knowledge about this. Quite some people on YouTube seemingly don't know the difference between PT and lumen. Regarding your "It's like arguing against a straw man"-comment; please respect what others say, especially in the case they are saying someone else is saying it and that those someone elses obviously wrong about it haha
The thing about SHARC scene scale is that you will only notice the difference in dark areas with few light sources which rely a lot on bounce lighting. But the hit to your fps will always be there even when you don't see a difference
yes that's what I was testing in... very low light
🤔 anyway, nn, again 😂
haha good night
@late vine can you try these and tell me how is PTNext looking? just select PTNext in game without loading another save
yep
I only changed this from rc2
So whatever you do, do NOT touch any of the modes
Start game, choose preset medium/high/insane
choose vram
if PTNext is already chosen, don't touch it
if it is not, then choose it then restart the game
reloading mods doesn't work for this
once you do this and load into a game
it works and activates properly
SUMMARY:
When you load the game, if the PTNext option is already enabled, do NOT touch it. You can change EVERYTHING else except touching PTNext or Seperate denoising
after that it will work perfectly
for some reason clicking on PTNext breaks the code
@gritty geode @real ravine read this
I tested it 6-7 times and this works
clicking on separate denoising manually also breaks the code
This is how it should be when game starts:
PTNext enabled
Seperate Denoising Disabled
Everything else is irrelevant. You can change them as much as you want. But don't touch PTNext and SD and if they are not enabled/disabled by default, set them correctly and restart the game
I was about to lose my damn mind lmao. I am not touching any updated code until it is 200% fixed
sad
i seem to have missed a lot 2.0
i think you implemented the disable nrd every 30 sec because i had some issues with it 1 month ago or so. But either cyanides NRD toggle disables it permanently but the ini i used to run with ([RayTracing]
EnableNRD = false) also sticks
Please take feedback like this seriously @shadow heath You should not be so aggressive in your standpoints when someone says something you don't very much agree with. We had someone in the past here who also always shrugged off any feedback we gave him and well.... 😅
Okay so after 6-7 hours of testing, I am done for today and I am not going to lie, PTNext is kinda unplayable because of the SHARC and bounce lighting issue. I get 20% more fps with PT21 insane than I do with PTNext High (every other setting being the same). And aside from the shadows, PTNext actually looks the same or worse in most cases. This is because anything above SHARC SceneScale 100 is unplayable even on a 4090 at 4k DLSS Balanced with Frame Gen. The fps drops below 50 fps WITH frame gen in heavy areas and it looks horrible. But even if you can stomach the fps, SHARC SceneScale 100 is nowhere near as good as the indirect lighting in PT2.1, which seems to have indirect lighting quality equal to SceneScale 500 on PT.
So far:
PT 2.1 Pros:
- Much higher fps
- All lights cast direct light properly unlike PTNext where some lights don't cast anything until you are looking directly at it from 5 meters
- Bounce indirect lighting is superb, at least twice as good as PTNext if not more
PTNext Pros:
- Image is a bit more stable
- Shadows are more accurate and resolve with 5 times more detail and from much further
but does 2.1 not smear a shit ton more
But when your base fps without frame gen drops below 30 fps, I don't know if it is worth it
because low fps causes just as much smearing
60 with ptnext
base fps
No, PTNext WITH framegen drops below 50 fps
in heavy areas
and it is constantly below 60 fps at anywhere outside the badlands or very light areas
unplayable
with the sharc scale at 100
you said
yes
which it is not
but the thing is, indirect lighting looks 10 times worse with Sharc Scene Scale below 350-400
at 100 you might as well turn off indirect lighting
and at 50, some places genuinely look like raster
with how badly the light bounces
okay I over exaggerated a bit
But still, it genuinely doesn't feel like the tradeoff is worth it
smearing vs high fps
i know what i am choosing
Okay update:
Just turn DLSS to Performance at 4k
it looks 90% as good as DLSS Quality I can barely tell the difference
but fps never drops below 70 even in heaviest scenes now
and I use SceneScale 175
so you are using ptnext now?
yeah aside from the fps and bounce lighting I had no other issues
fps can be fixed by lowering dlss
and bounce lighting is somewhat fixed with SHARC SceneScale
and with higher fps it is much more stable than 2.1
plus everything else looks better
But yeah you need a 4090 for playable fps at 4k with PTNext, even with DLSS Performance
It is meant for 5000 series
so that is 1080p
it looks almost same as native 4k lmao wdym?
so on a lower card dlss quality 1080p should be fine
dlss performance renders at 1080p
yeah I know but have you ever used DLSS at 4k?
i dont even have a 4k monitor
so i dont know how i would do that
my point is that at 4k DLSS Performance looks 85% as good as native 4k but yeah on 1080p I wouldn't go below quality
Depends on the game though
but with cp nuh uh
They set it up wrong
Control can go lower while still looking the same
If you update the DLSS file to 3.7 for every game and use preset E
it doesn’t depend that much
but Cyberpunk has one of the best implementations I have seen
Alan Wake 2 as well
i did
But it still depends on if it is set up correctly in the engine
control too
I agree
If you use the hdr mod from one of the developers it gets even better
Already have and did a full play through with it
me too
90fps 3x ray count
The 3x rays option at 4k brought my 4090 to its knees
dlaa
damn
4k is hard to render though
yeah at 1080p, there are 2 million pixels so with 3x it is 6 million rays.
4k has 8 million pixels so 3x rays makes it 18 million rays
and that is just the rays, the image is just harder to render at 4k
is it correct that blender uses 4000 per pixel?
but damn that is a lot
18 milion rays
That is a shit ton
you can adjust it
I haven't done blender in a couple years tbh
I used to before
Wanna have your mind blown?
open them side by side and tell me which dlss setting is which
4k
thats not how it works 😄
?
before you mention "still images, not in motion", just take a look at the images first because there is a big difference even with still images
I just want you to take a guess
do it again,and dont move the camera
and also post them at the same time so you dont have to download them
you can view them inside discord if you paste them at the same time
but i can already tell from the taillights that they are both upscaled
okay tell me which preset
okay here is a hint
on the left the shadows are a blurry mess
look at the back window
look at the white building right in front
it has no lines in one picture
okay ready to have your mind blown? The one on the left is native 4k and on the right is DLSS Performance
i much rather play on native 4k then 4k quality dlss
and i was kinda forced playing on performance and balanced because of ptnext and vram issues, but i cant stand how it looks
How? it is quite literally better
its so blurry, and things in the distant become horrid
look at npc's faces, at 4k quality they look fine
at anything lower and they become a blurry mess
also windowlights start flickering, which i find very annoying
they even start rolling in a sense
while standing still
DLSS 3.7?
yes
I haven't experienced these issues
DLSS Quality NPC faces are almost just as bad as DLSS Performance
it is not the dlss but rather Ray Reconstruction
im talking about their level 1 lod
on anything less than quality they become nightmare fuel 😄
bruh
I have played on Quality and they are nightmare fuel either way
looks like they have no face
I didn't even bother with LOD mods for pedestrians and I am using like 10 different other LOD mods
there might be some logic in the engine
but pedestrians are so unnecessary I never look at them
i was amazed by your high praise of dlss
completely different experience here
anything other than quality is very meh to me
I would rather fly by them at max speed in my car playing at 90 fps than play at 60 fps and stare at far away NPCs
Maybe we have different tolerances. Anything less than 80 fps is too low for me
yeh i dont mind the fps that much 55 to 90 is fine
i play on a controller so that changes things too
yeah me too lmao
but even with a controller, it was unplayable for me getting 50-60 fps
especially with FG
o for sure, like some people are really sensitive to blurr and stairstep aliassed images
i just prefer good lighting above all
and lod range
I can tell from how you are running out of vram at 24GB
mine never goes past 20 gb and I have shit ton of LOD mods
lol i had it as low as 80MB left this morning lol
that was on native dlaa, while infront of heavy hearts
but when i disable the world, and load it back in, i got like 1300 mb again
my list
wait
unedited
imma edit it
Improved Veg. LODs next-gen
Cyberpunk 2077 HD Reworked
Next-Gen Environment LODs
RT Debris
Not so good Draw Distance
Improved Rain
Improved Environment Textures
4k Trees and Vegetation
High-Res Vending Machines
High-Res Stickers
High-Res Posters
Better Surface Textures
Highest Quality ads + draw dis.
Advert. Animations
Environment Texture Overhaul
And in Ultra+ settings I have VRAM.ini file settings increased 3x higher than insane
2000 Nodes per frame
60 Precache Distance
80 Minstreaming Distance
etc
with this combination I get basically no pop in at all during regular gameplay
ONLY if I drive at max speed in a straight line and look far away can I see some smaller stuff popping in
not to be combattive or anything, but these images are already highly compressed, not in native 4k (3206x something) and indeed they are not in motion either. And the perspective is different too (camera moved). It might sound nitpicky but its not intended that way
no I understand what you are saying
but
the image on the left is running at 32 fps
the one on the right is 76 fps
yeh pathtracing is a pita
be so for real right now and tell me you would choose 32 fps
i wouldnt chose either
i wasnt lying when i said i dislike anything but dlss quality 😄
we all value differnt things
damn
I respect it tho
I have played competitive fps games for years at 200+ fps for thousands of hours, even 80-90 fps is like meh
i just mod things until they break, even accepting 30 fps if the visuals make up for it
my fiancee plays on consoles mainly and when I showed her how 144 fps looks like
she deadass looked me in the eye and said it is barely any better
So some people are just not sensitive to it ig
I have bought some playstation exclusives in the past and couldn't finish them because I realized I can't have fun at 30 fps
i remember going to the theaters where they ran a 48 fps movie, people got sick
its the main reason that brought me back to pc gaming was skyrim on the ps3, at 20 ish fps
I have played Bloodborne on base PS4 at 25-30 fps and it is still my favorite game of all time
Although I haven't touched it in years because I know 100% I will hate the game if I force myself to replay at 30 fps
sounds elitist I know
nah i know, i cannot play some games unless they run at 90+ fps
But 80-90 fps is the lowest I am willing to go for any game
Cyberpunk only exception
where I can "tolerate" 60-70
it helps a lot when its locked at 30 45 or 60
but when it rotates in between those its horrid
this means I get 140 fps in menus and map/inventory but 70 fps in game and it is so jarring
i dont really care much for motion smoothness (framegen) more input sensite myself
I am both, which is why I play with controller
i play my RTS games with controller 😄
at 80+ fps with frame gen I can use mouse
but 60 fps with FG? no way
anyways enough talking imma play a bit
talk later
same
as I've said, SHaRC scale is not the right setting to fix it. you need to just wait for me to sort it out.
and I would appreciate you not turning others off of PTNext, because while at 4k there are very few problems with PT21, many people don't play at 4k and both PTNext and PT20 are far superior.
PTNext runs at Insane 1440p at 120fps on a 4090, it is not targeted at a 5090.
I appreciate your feedback and testing, and it will go into the next changes, but there are a dozen levers that can be pulled to address this without touching fps.
I apologize, I didn't mean to come off that way
In the following comments I gave an update that it is very good if you just lower the dlss setting, which was already written in Ultra+ actually, I missed it
I am currently averaging 4k 85 fps with DLSS Framegen AND Sharc SceneScale 200
But DLSS Performance instead of Balanced which looks indistinguishable 95% of the time
I think it's really useful feedback, I hadn't noticed less bounce lighting in PTNext in the lowest light situations and I can address that
you're good. yes it's more resilient to upscaling. the other thing is most people won't notice the low light situations so much because there are only 4ish areas in the game like that. anyway I'll sort it when I can 😊
By the way, increasing SHARC Downscale factor (log) actually reduces performance and gives back some of the missing bounce light.
yes I know 😊
Downscale factor 20 SceneScale 100 has the same fps as factor 5 scale 400 and they look identical
it's increased a lot in PT21... that's how I got so much detail in it 😊
that's also what you're comparing to... vanilla doesn't do that and doesn't have that detail
Oh absolutely, vanilla is not even an option for me at this point
PT2.1 Vanilla isn't good even at 4k
it's also an auto exposure issue I would guess. PTNext might need the auto exposure of dark areas lifted.
could be yeah
I'll ask Cye about that
I think I will stick to DLSS Performance because better bounce lighting + extra 10 fps is more noticeable to me than 5% sharper image
I can increase SHARC Scene Scale to maximum (500) and still average 70 fps but I think 200 is good enough without killing all the performance
Ask me.
@gritty geode Since I have been playing at DLSS Balanced the entire time, and this was my first time trying DLSS Performance, I would like to give further feedback about this. With PTNext, resolution barelly affects the path tarcing quality, if it even does. Especially if it is a small bump from each other (e.g. 1 DLSS level). And the image looks 95% as good when still. However, i discovered that higher fps actually makes the game look better in motion (which people will be experiencing way more than standing still) than higher DLSS level. For comparison, in a certain scene I get 90 fps with DLSS Performance and FG, but 70 fps with DLSS Balanced + FG. as soon as you start moving DLSS Balanced falls apart because it only has 35 real frames instead of 45 with DLSS Performance. Even a low res "real" frame is going to look better than an AI generated "in-between" frame so the image holds up better in motion. And obviously motion clarity is much better with 90 fps compared to 70.
Another thing I found was that the smearing on the faces with RR actually are just as dependent on fps as they are on resolution.
90 fps has much less ghosting and smearing and the faces look noticeably more detailed in motion
Despite the fact that DLSS Balanced has 35% higher internal resolution, but DLSS Performance has 30-35% higher fps, so it balances out and because of the higher motion clarity, I would say it actually looks better
I don't know how much this would apply below 4k, considering 4k DLSS Performance still has higher internal res than 1440p DLSS Quality, but it could maybe worth dropping to 1440p DLSS Balanced from Quality for the extra fps
Oh, and this is an issue when you take control of cameras
Whenever you switch to a camera it temporarily detects the game session as “ended”
but it always successfully reactivates after 1-2 seconds. So technically not an issue but the lighting takes a couple seconds to “get fixed” when you go into a camera and then also when you leave
can we change the auto exposure stop points ?
Through the env, yes. You can set min max points, compensation, and increase dynamic range.
It's not something that can be done through console commands or INI tweaks, though. Perhaps through RenoDX?
oh bugger, seriously
I might have to debounce that
hmm okay ty 😊
yes fps is really important for path tracing, as is primary resolution... ReGIR is less reliant on primary resolution as you've found out.
to put it another way, path tracing problems are much more likely to get exaggerated by a temporal upscaler (DLSS) ... ReGIR has fewer problems, so this happens a lot less. primary resolution is still important, but it's the only one that looks "good" for me on 1440p balanced.
fps is important because PT is collecting rays over real frames, so it takes a few frames to fully resolve the image
no no please don’t 😭
it works perfectly
doesn’t affect gameplay
you just have to wait 1-2 seconds when entering or leaving camera control
I much prefer this latest method of enabling it because it works consistently
the previous one activated separate denoising when it felt like it lmao
sometimes it would work sometimes not
also haven’t had any of the shadow burn in issues with this version yet. If it is there, it is definitely more rare
Is nrd supported now?
debouncing it won't break that 😊
yes! I think so! I'm a little unsure whether separate denoiser should be on or off for it though, lmk what you think?
I think it should and sixty9 thinks it shouldn't 😜
alright, i'll take a look
for me it's working with SD enabled and vegetation looks correct. for him it's not working with it enabled
so i have to look at grass
I fink so 🤔
I feel like I have so many random reports over rc1, from "it works great" to "everything on my PC blew up"
@gritty geode when the 4.0 releases fully, is it possible to keep the debug menu? I rather liked it
it will be there, you will just have to add an empty file called debug to the folder and it will enable 😊
I'm using Preem at the moment
ummm it may be a beta version 🙄
but the screenshots I posted a while ago were my own modification of gits 2.8
I agree, the debug menu is awesome
except for this. I don't understand this at all lol
Just remove Global Light option or label it as “Broken” so people don’t touch it
also for some reason my DLSS Tweaks stopped working. Anyone knows why it may be? Log says something like nvngx_dlss failed to hook DLSS3.1.11 Preset Selection Code
And the in game hud no longer shows which preset is selected for DLSS
Hmm, also using that one
Are all the files still in place?
Especially nvngx
ohhhh, i have an idea
you updated your nvidia driver and need to run the reg file again?
run DLSSTweaksConfig.exe as admin, it will tell you if there's a problem
ran it as admin, showed no problems
but I did update drivers and didn't run the reg file
this is what the log says
[warning] nvngx_dlss: failed to hook DLSS3.1.11+ preset selection code
but exactly 2 seconds later it says:
DLSS functions found & parameter hooks applied!
-DLSSPresets:
- DLAA: E
-Quality: E
-Balanced: E
etc
so is it working?
I just wanna know if DLSS is set to Preset E
It shows the HUD for RR and FG but not for DLSS
only when I disable RR it shows hud for DLSS
does this mean it can only display 2 HUDs at a time, or does it mean the preset stops applying with Ray Reconstruction?
It stays, its just that RR and DLSS HUDS overlap each other. I use Nvidia Profile Inspector and the xml file from here https://www.nexusmods.com/site/mods/781?tab=files. I use it to globally enable preset E. Whenever a game doesn't have the updated 3.7.0 DLSS file (like multiplayer games where you can't update the DLL) it falls back to the game's default preset. Even then, you can set the preset on a per-game basis. For example, I prefer preset C on DLLs older than 3.7.0. DLSSTweaks is too much of a headache for me to setup because its compatibility is hit or miss.
Actually, you need at least 3.6.0 to set the preset per-game through NPI. At least according to Emoose's comments in the mods comment section. For older DLLs it still falls back to the games default preset when E is unavailable but set globally.
You wouldn't be able to use DLSSTweaks in multiplayer games anyway.
yes I use this too, a lot easier than DLSSTweaks 😊
I use both
I used the DLSS Tweaks to set the preset globally and then use Nvidia profile inspector to check whether it is setup properly
So I guess it works, RR HUD is just overlapping with it
thanks
Btw is Nova Rain good without Nova LUT?
I have tried it and it seems fine. I did stop using it but i do still use the higher res ripples.
Oh wait you can use separately?
I mainly wanted it for the ripples
Compatible with Sousine’s mod?
it is an seperate mod
which one?
It shouldn't conflict
it did?
shit
No rain for me
hope it doesn't stay down for long
i am not home currently
ah okay no worries
by the way I found the reason why my GPU usage would sometimes drop to ~80%
It was not VRAM
I found out that it only happens when you drive as fast as you can, without stopping, for a couple minutes
I am guessing it is related to loading assets with all the million LOD mods I have installed
Still vram issue
but that asks the question
@gritty geode are those mods on the ultra plus page on the 8gb?
It is auto
I have never had the CPU be used this much in any non-simulator game, especially in a GPU bound scenario like 4k Path Tracing lmao
Yeah, cyberpunk sucks at cpu usage
But try testing fps with smt off vs on
Auto does not always work correctly
No it is actually the opposite, it uses the CPU properly instead of most other games which are single thread limited
Not true
Smt is broken on most cpu below the ryzen 7000 series
I have tried, sometimes it is better than auto but it sometimes gives me problems and I have to manually switch it so I just keep it at auto
So I was right that it was the CPU but apparently after some googling, I found that it could be the SMT actually
thanks for letting me know, I will do extensive testing
alright, glad i could help
what do you mean by on the 8gb sorry?
you said on the ultra plus page you used an 8gb vram card
oh! yes I do 😊
i send you nova and preem rain in a dm
then my next question is, how
how does it not stutter like hell with those texture mods
I only use 2k textures and run at Medium texture quality
aha
that's the only way I can run. since 2.0 (or something) I can't run vanilla at high texture quality any more
I think they internally bumped up the lod by 1
hmmm
they really broke something cuz i constantly use 13 out of 12
so my gpu is always begging for mercy
they kinda messed up the lod, it starts transitioning to the wrong lod and then to the right one when you aproach certain things, idk if that is part of the heavier resource usage, think sousine described it too, but nexus is down so i cant look for it
can we swap the lods?
i think it should be possible
So i did more testing with SMT ON and OFF, and at aleast on my 5800x3D, I get 2-3% less performance with it off. The GPU usage also stays the same.
hmmm, alright
interesting, but that might also be run varience
Auto seems to set it to On
I ran the in game benchmark 6-7 times
also i do get about 60% usage on 5800x3d with nova traffic installed, as compared to off being ~40%
Do you also sometimes get lower gpu usage?
maybe some mods are to script heavy, or something
Mine is rarely above 95%
sometimes drops as low as 80-85 but on average it is always 90-95% usage. Feels like leaving fps on the tabl;e
it usually happens when i run out of vram, the gpu just sh*ts the bed and stays at ~200 watts instead of ~400
my gpu is constantly at 77%
but that might be related to the 13 out of 12 problem
i have found a cool way to unload vram though, there is a mod that allows you to unstream the whole world
Nah I have triple checked at this point, my VRAM is never above 19-20 GB
Does that still look better then vanilla?
might be a reporting issue
special K hooks into the right dll's i have been told
wait, you use special k for cyberpunk?
no i use hwinfo
ah
I think I really might be CPU bound, considering how 7800x3D gives 10-15% better performance even at 4k maxed out Path Tracing with a 4090.
5800x3D might be too weak for the GPU to shine
i am in the same boat as you, i dont think upgrading the cpu makes sense if you play at 4k with these quality settings, watched some benchmarks on 4k yesterday, because i was wondering this too, and even without being severely GPU limited in those games, the performance difference was below 10%
they didnt bench cyberpunk though
but like 15 other games
Yeah I know, which is why I didn't go from 5800x3D to 7800x3D, at 4k, the difference is simply way too small to justify that purchase. It is only in simulators where the difference is really big
and Cyberpunk too I guess
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If you're looking for a new upgrade for your system you have a few options. You could go for the 5800X3D and stick with the AM4 Platform, or you could go all out and spend more money on a new CPU, Memory and Motherboard and upgrading to the lat...
At 4k Ultra settings, 7800x3D is only around 5-10% faster on average
you can always lower crowd density
Hell nah
I am maxing everything out no compromises
me too, my vram is just dying because of it
Yeah, 5% faster on average, 8-9% better 1% lows
Heavy ray tracing hits the cpu hard so Cyberpunk is an exception where it is more like 15%
plus all these LOD and texture mods also hit the CPU
you sure raytracing hits the cpu hard?
Absolutely
kk
Googled to double check and yeah, the whole BVH structure is built on the CPU
PT also hits vram hard
idk what bvh is but ill take your word for it
processing objects and geometry in the reflections and stuff like that also done in the CPU from what I know
shadows and lighting quality also hits the cpu
It means "Bounding volume hierarchy"
From my understanding it is basically a data structure which allows the engine to check quickly what objects a ray hits.
nexus is back
YAYA
I think they broke the streamer budget calculation. the streamer on the CPU is normally responsible for deciding what LODs can fit into the vram streamer "cache" (although it's not really a buffer or a cache). I don't think it's working, which is why it keeps trying to cram in more stuff than will fit
@gritty geode What does ForceAutoHideDistanceMax do? I set it back to the vanilla 16384.0 value but nothing changed?
the vram streamer memory is also where transforms happen... textures and meshes get resized... it's possible textures aren't being compressed properly, or something else is going on. either way, it should never go over its vram allocation
I think it stops streaming things past that distance
wait, can it allocate shared vram?
hwinfo reported 80MB ram free yesterday lol
what do you mean shared vram?
i think he is confused with pagefile
Nexus servers are COOKED
o wait integrated gpu's have shared vram 😄
takes a year to load a page
go home windows you are drunk
wut?
idk what that is supposed to mean honestly, maybe bios related
Just to confirm, do rain mods not interact with wind like vanilla?
shared gpu memory is ram that can be used as vram
But it is a bunch slower
this is possible due to having an igpu
aswell as a dgpu
i remember the days of modding skyrim to breaking point
I don't count shared GPU memory as vram... it's just CPU memory. anything in it still has to stream across PCIe
using ddr memory as an extention of vram lol
true, but cyberpunk does seem to use it as vram
the problem with anything in shared vram is it competes with everything the game knows it's streaming across PCIe
ill check it out see what mine does
it will, it will just be very slow and create a constant overhead
it's not vram
as far as the streamer memory... it has to be physically GPU memory, because everything prepared in the streamer is then uploaded to the GPU scene. it doesn't work well if some is in CPU memory and some is in GPU memory
(it doesn't matter what you call shared GPU vram, it's still CPU memory)
true, but that is what keeps happening with me
i will see what happens if i turn off the igpu
nope nvm
i will disable just the sysmem
because i force all other programs onto the igpu so i can have them open without affecting performance
yes idk, all the feedback I've seen in posts, has led me to the advice... if you have less than 16GB, then textures to Medium :/
I haven't been able to find another solution
Damn the central park is so GORGEOUS with PTNext
at night with light rain
Absolute resource hog though, GPU power consumption never dropped below 420 watts
self shadowing is crazyyy
The fps right outside the park, looking at the city center instead of the park, I get 80 fps
as soon as you enter the park it is 60
If you add Sousine rain mod with heavy rain it drops to 55 haha
but it looks so good
i have 40GB of vram
the park isnt even the hardest hitting spot for me anymore, infront of heavy hearts kills my setup more
this is at wonk resolution with dlss quality, 3840x1391 (and then dlss quality)
still strugling lol
yep, I think most of that is vegetation LOD too. the park is a lot faster without it 😂
no wonder you hate dlss below quality 😭
Oh yeah I have the vegetation lod at extreme plus a separate 4k trees and vegetation textures mod on top of 3-4 other texture mods (some of them also affecting vegetation)
I basically used your recommended mods list on nexus as a checklist rather than a recommendation
haha same
no dude i have a 4k tv, i just created a custom anamorphic resolution
but still nightmare fueled people at 15 meter distance, i wish i could run nvlods, but half of the map just disapears when i run that
oh okay
But at that custom res, DLSS Quality has around the same internal resolution as 4k DLSS Performance
well, 4% higher than 4k DLSS Perf but pretty much the same
Quality
its like 75 % or so idk
so you set the resolution to 3840x1391
And use dlss on top
right?
this has only 4% more pixels than 1440p ultrawide
using DLSS Quality, will give you an internal resolution of 2560x940
right thats what i did
which has around 4% higher “real” pixel amount than DLSS Performance at full 4k (3840x2160). In this case, I agree with you that DLSS Quality would be the minimum I would go
Names “quality” and “performance” mean nothing, it is all about internal resolution
i want dlss quality at 2160 too
i dont notice the faces going wonk, there is no rolling window lights etc
No I understand, I just mean that your custom resolution with DLSS Quality is going to look around the same as 4k DLSS Performance
maybe slightly worse even because it is upscaling to a lower resolution
its basically the same
And you get same fps with both?
all i did was cut parts of my screen off
idk about fps tbh, but lower internal rendering saves some vram
its just that about 40% of my screen is just not rendered, and the edges get stretched a bit
yes it looks the same because in cyberpunk, at least from my experience with DLSS 3.7 Preset E, DLSS Quality looks maybe 10% better than performance
at 3840x2160
i looked at all the things i need to do to run a different profile, but 2 much work for me 😄
No no it is easy
Preset D is shit
do this:
Download dlss tweaks
open it
set global preset to E
can you just post your file here?
Save
so i can use it?
I don’t set it from profile
Just download it and set global preset
that is it
it will apply it to every game
It is 4 clicks
so it doesnt need hacked verification files, and hook into your exe or something?
i mean that is kinda what is putting me off
and all the post of people who fail to do it
only if you want to customize it more in deprh
but if you just wanna set a preset
you can do it globally
tnx but i forsee to many issues with it for my setup (photomode reshade etc)
its already hard enough as is to trouble shoot certian things 🙂
gonna try playing with resizable bar disabled, see if that somehow makes things a bit smoother
do you happen to know what to remove from which file (lua /json/ ini) to stop U+ applying Ray Reconstruction when selecting a different pathtracing method? I kinda want to test some things while running DLAA, but the game crashes to desktop when i swap with DLAA enabled
No clue but it should be in the init.lua
Hoonter said that going in and out of cameras disables SD
It does
But i doesn't seem to turn on again
wdym
Does it say it enables then doesn’t?
or just doesn’t say or do anything
for me it says “PTNext detected. Enabling SD”
and from my experience it seems to correctly enable it
Mine doesn't say it enables
Mine does not
hey, do you mean photo mode, or CCTV cameras?
I'm just adding CCTV detection so it can ignore that
Cctv
how's it going ya'll?
Yep
btw i am currently using medium textures + all ultra plus mods with 4k versions + unchained main + chained characters and it looks and runs better then vanilla high
Vanilla textures are pretty bad tbh
so any good texture mod on medium texture quality is going to look better
I browse the game’s subreddit quite often and almost every screenshot gives me a jumpscare and I realize 99% of people play without Path Tracing
It lowkey looks like a 10 year old game without RT
Low quality textures, insanely annoying and distracting pop in, and the rasterized graphics look almost a decade old
Once you experience Path Tracing, it is so hard to go back. You are constantly distracted by inconsistent raster graphics
True
I can't believe i played without pt once
How stable is version 4.x these days? I've been on 3.5.3
Sorry i have not read all the history here. Too much to go through 😛
Lowkey haven't had a single issue in the past 3 days
PTNext playing on High/Insane
I would switch
My first playthrough was with Psycho RT at 1440p on a low end monitor, getting 40 fps
Going from Psycho RT to Path Tracing made it feel like a whole different experience.
1440p to 4k was another big jump
SDR on a $200 monitor to HDR on $1200 monitor was another massive jump
40 fps to 90 fps was another one
All of them combined felt insane at the time lmao
I will thank you!
works been a little crazy 😊
maybe this is why people keep asking for a raster version of the mod... pop-ins?
is photo mode working for you?
Mine was no rt
Mine was xbox
Yeah works fine
I think photomode work fine too
although I use photomode maybe once every 6-7 hours of playtime
so
by the way I just realized, why is GI Boiling filter disabled for PTNext but not for others?
if it is to save some fps but enabling it will provide better quality (it mentions something about reducing bias), should I enable it?
I have to ask, what work do you do sammi?
boiling filter should be as low as possible... basically if you don't see boiling noise, it should be disabled
are you seeing boiling?
I design software and neural networks
what about you guys?
Yeah, on elevator doors mainly but nothing distracting
is there a benefit to disabling it?
if it doesn’t bother me
Mechanical engineer, currently working and doing my masters in aerospace on the side
nope
only that if there is no boiling and it's enabled, it will create boiling 😊
oh that is weird lmao
Interesting
Still in school
nice
yay. how do you find it?
@gritty geode what do ShadowOptimizations do?
Meh, sometimes it's fun sometimes it is not
@gritty geode I think I jinxed it by saying I didn’t see any issues
The shadow burn in bug is back
And there is this issue with PTNext where the lights start aggressively flickering when there are too many light sources
The setting for Lightslotcount doesn’t seem to go past 512 which I think is the issue
this is a ReGIR issue only it seems
oh and a lot of lights stop casting proper light when out of screen space, also PTNext only
It was so obvious in Heavy Hearts club when you meet a certain fixer
unless you placed yourself in the room in a way that both his face and the lights are on the screen, his face becomes barely illuminated
and there is very heavy boiling/flickering effect on his face
kinda kills the purpose of Path Tracing if lights are going to stop casting light once off-screen or if there are too many lights at once
Heavy Hearts seems to suffer the most because of how many lights there are. I haven’t tested other bars/clubs but it could also be an issue in there
what are you referring to when you say “unchained + chained characters” ?
The unchained texture mod has two packs
Chained is the 2x version
Unchained is 4x res
The different packs contain different textures
So i use 2x res for characters and 4x for all other textures
heard, is this not on the nexus? it’s not coming up in search
He typed it wrong
An upscale of almost every single texture with a few intended exclusions.
This one
lmao. thanks!
I don't think they do anything for path tracing 🤔
do you know what you want to be when you grow up yet? I still don't 🤔
this is my company btw https://licorice.ai
amen
Something in IT
That i atleast know
lol wtf
nice
same! 😊
something something nerd all day, and work with nerds 😊❤️
Don't understand swearing, sexy is because of characters i guess
you're hired 😂