#▫️Cyberpunk 2077 Ultra+ 2.13 Patch Patch Patch Patch
1 messages · Page 8 of 1
but I also play with a controller and with M+KB 70 fps starts to feel the input lag
But if you look up the comparisons between PTNext and PT21 Insane (which is already better than Vanilla PT) from FireKahuna, you will see that it is worth the performance hit
yes, sorry I'll fix this as soon as I can
same. PT20 or PTNext (ReGIR) all the way
that's just untrue
but the default PT in 2.0 was configured badly
are you using v3 or v4? in v4 it's in the debug panel
Really? I swear I went through the debug panel like three times. What section is it in?
sorry I haven't had a chance to document the new version. ty 😊🙏
that's the game enabling it constantly 😩
it should be in the very last section with float numbers (now I'm worried it's not 😂)
or if you really like high fps just use PT20, it still looks great
Cheers, got the 4090 so PTnext is my train 🙂
I still cant find it there, but its okay i edited the setvram 🥹
How about PTnext High with the Shading Candidates from Medium plus the Sharc scene scale to 200, would that make sense to save some fps but keep the quality resonable? 🙂
Shading Candidates even at 16 looks better than PT21 insane
so yes
If you want more fps then do that and you won’t lose anything noticeable
None of the VRAM settings are in debug menu
By the way if you are interested in proof, check these comparisons
.
do I need to enable RTXDI separate denosing?
Even 8 Shading count is better (but only slightly)
Nope, don't touch it. U+ will enable it automatically
when you load a game
No apologies required! Just letting you know
I meant at the same performance level. I don't think naive rays/bounces can look as good as ReSTIR while having the same amount of performance or without having to make sacrifices elsewhere
so I need to
- stop separate denoiser enabling with NRD
- stop saving/setting RR/NRD
- lower shading candidates for PTNext High/Insane and increase SceneScale and/OR ideally find a way to increase the brightness of few/low light scenes
(Hoonter suggests 400 Insane, 350 High, 250 Medium, 150 Low) increase quality of PT20 High/InsaneDone- fix sparkling skin PTNext
- fix sometimes overlayed shadow appears with PTNext
- fix separate denoiser being disabled briefly with CCTV and other conditions that aren't a game exit
- document v4!
- save SSR blending (move to features)
- maybe just save separate denoiser?
- rework RIS into internal/lazy settings so it overrides the engine changing it
anythink I'm missing?
they can, promise 😊. I've done a lot of comparisons. I know ReSTIR is regarded as infinite bounces and more rays... in practice it isn't really, and it's implemented badly in CP2.1. comparing all three modes (PT20, 21, Next), consistently PT20 looks the closest to PTNext
it would be great if the debug tab would save the settings
my main reason is mainly the ssr blend, and the seperate denoiser setting
omgosh lol
it's easy if CP doesn't keep changing things 😂
it would be much better to add those to the features tab I think
oh! I need to also save ris separately because the game keeps changing it
added to the list. if anyone sees anything I've missed please let me know 😊
seems good, I didn’t even know some of these issues existed
out of curiosity what are you setting precache to and why?
It would be so amazing if there was an alternative way to bring indirect lighting to PT 2.0/2.1 level in very dark areas without having to set Sharc Scene Scale to 400+ and losing 25% performance
Another issue is flickering lights with PTNext if there are too many light sources
and some light sources being screen space when they are properly traced in PT 20 and 21
this is the issue I mentioned the other day about some lights not casting any light unless directly in your face with PTNext
You can refer to these comparison images I did with SHARC
I just bumped it from 40 to 50 which I hope will give me just a liiiitle more detail in the distance. Saw it in the post on nexusmods. I have a 3090ti so I figured it would be ok with the amount on vram on that thing. Would you recommend me against doing that?
I use it at 60 and have no issues. it seems to be problematic above 75 and 60 is a safe value from my experience
Sharc at 60m
I missed a bit
no, precache
for Sharc I recommend 200 minimum
350-400 ideal
SceneScale 50
200
500
reposting for easier access
yes idk if that's fixable without asset modding... due to the apparent 512 light limit of ReGIR in this engine. I think asset modding is the appropriate solution though
nope, I just watch what people prefer, feedback is the biggest way I develop the mod. feedback and being annoyed with things
I have no idea why there is a lower light limit with reGIR
the 3090s are beasts 😂
yes it's dumb 😭
It seems to be less than half the limit of 2.1 or 2.0
did you try changing those 2 roughness levels I suggested?
because there is zero flicker or screen space lights on PT20 or 21 even with over 1000 light sources on screen
there isn't a reason to have a light limit in RTXDI or ReGIRDI
Yea it causes oversharpening of faces
I did. But I liked how your values looked the most and it didn’t affect what we were looking for
Only tested it for a few minutes tho, didn’t have much time
k
@pliant drum said the terrain4k mod has mesh issues?
Also the game seems surprisingly stable even when you go a little above the vram budget
Also, SHARC SceneScale performance impact seems to change depending on the scene. On some scenes, 400 Scene Scale is 10% slower than 200. But on other scenes it is only 2% slower
do you use Not So Good Draw Distance? that's the main reason I'm cautious with those settings
yeah, I was testing in Kerry's house, and the performance impact is minimal, but 50 just looks bad
Not that specific one. But I might have another draw distance mod in my game somewhere. I cant remember actually lol. But having it on 50 seems to create no issues at least.
ah okay. you might like it, it adds more things being controlled by min streaming distance (so there is more detail)
basically sosuine's environment LODs, vegetation LODs, and NSGDD are where it's at
and probably Ads Draw Distance from what I hear
Your list does seem to cover many of the bugs I've noticed but all in all, NRD has been working great for me. Just updated to 2.12a today and have already noticed the sparkling skin issue. May be a version specific issue, 2.11 was perfect.
Yup, matter of fact I decided to say screw it and am now using 400 scene scale.
I can afford to lose another 2 fps
innnterrresting
I didn't realise you were on 2.11 😂
maybe they broke it in 2.12a
Wanted to see what all the fuss was about XD
All I've noticed so far is poor performance
I kinda wanna play Jedi fallen order 🤔
I think I tried the vegetation one at one point, but turns out it affected my fps too much. With path tracing in 1440p I dont have that many fps to spare if I want things like frame gen and stuff to not act up. But I might give the others a shot, ty
wow okay
5-7% by estimation. Should have taken some benchmarks before I updated
true. it did have a problem in an earlier version but I think it's fixed now
I am on a lowly 3070 Ti in a laptop lol
wow. maybe I'll downgrade
Btw, what are you guys opinion on RR vs NRD? I keep seeing people really liking RR but I find the shimmering it produces so distracting, especially moving shadows. Even with DLSS quality. Feel like im missing out on something almost
Less frames in general but it feels smoother in the menus I suppose. More testing needed
2.12a has already made me notice the issues with textures while using NRD. Other than that, I much prefer NRD since I run native res. RR with a custom DLSStweaks res set to 99% still looks far worse due to the way RR handles contours. Just have to live with worse reflections sometimes
RR also makes NPCs look horrid, even with perfect hi-res LODs
I prefer NRD. but I am I'm the [correct] minority
also I get 50-60 fps running NRD PTNext, vs. 40-50 with RR
truthfully I don't like the AI training of RR, I think it makes things (eyes especially) look crazy, but this is also highly dependent on resolution and upscaling. I don't think there is a right choice,well, whatever you enjoy is the right choice.
Samantha wants pizza
Thats good to hear. Makes me feel less like im taking crazy pills
NeRD
that is pretty crazy i get way better perfromance with just RR
@gritty geode our convo pushed me to do further testing with SHARC and it seems there is this weird curve to it
200 to 400 loses 4% performance on average
400 looks so much better
but 400 to 500 looks pretty much identical, however, there is a 12% fps drop from 400 to 500 which is crazy
and the cap seems to be somewhere around 500-550 because there is no performance or visual difference after that
I think it should be:
400 for Insane, 350 for High, 250 for Medium, 150 for Low
lmao in school this was an insult 
that will be a memory issue id say
I'm imagining it's getting rendered to a separate... thingy. what's it called. g buffer... frame buffer
okay I'll try. have you tried playing with the downscale factor too?
Yep, was testing both at the same time. That one is so extremely weird
Downscale factor 2 gives 30 fps less than downscale factor 5
but looks so much worse
how does that make sense
lower downscale factor seems to have higher quality indirect lighting
yeah
by “lower” I mean 5 has higher quality than 2
but setting it too low like 8 or 9 also kills fps
So just keep it between 4-6
it changes lighting less than scene scale
I don’t understand how it works so I just kept it at 5 and used scene scale
The thing is, PT 2.1 and 2.0 have similar performance to PTNext with SceneScale 200-300
it makes no sense to put it any lower than 200
when all other settings are the same, Scene Scale should be 200 minimum for PTNext
nah, I don’t hate it. I mean even vanilla NRD without any fixes or tweaks still looks better or at least matches RR ~40% of the time
I think your brain is in backwards
thats me without coffee
lmao that sounded far more brutal than I meant it 😂 I'm only teasing
well it says downscale and downscaling by 5 is smaller than downscaling by 2
seriously I'm such a troll please don't take me seriously
it is all good lmao
I really wonder why Sharc settings don’t change anything with PT 2.1 or 2.0 though
why only with ReGIR
From my testing in the same areas it doesn’t seem to have even half as much of an effect
With PT 20/21 Sharc Scene scale 500 looks the same as 200
in PTNext with ReGIR the difference is night and day
oh yes I agree with you there
200 was what I originally set 20 and 21 to
but people complained
Because its effects aren’t immediately visible and even less so with PT 20/21
And it makes you lose quite a bit of fps
yes, but then you go under a bridge or something and the light keeps changing all around you at 50
and I'm like how can you stand this lol
it is so bad at 50 I genuinely can’t believe I played like that for weeks
no same. I didn't realise what was causing the crazy lighting changes
yes as you turn around
correct
I think for insane preset it should definitely be 400
only 3-4% less fps than 200 but looks much better
haven’t tested everywhere but I really doubt it would be more than a couple fps lost
Did further testing, the cap seems to be higher than 500
In a different new scene that I found, the image quality improved and fps was affected all the way up to Scene Scale 1000
But 400 seems to be the highest we should reasonably go
Past 400 I had to squint, go back and forth, take screenshots etc to be able to see the difference. It is definitely there but seems to be a much more subtle improvement. I feel like going from 50 too 200 is comparable to going from 1 to 2 bounces, 200 to 400 is like going from 2 to 4 bounces and past 400 (or 4 bounces) there can still be improvements but it will be much more subtle and not noticeable unless you directly compare side by side
Scene scale 200 vs 400. Apologize for the the photo quality, screenshots look really bad with hdr
you can do print(GameOptions.Get("editor/sharc","scenescale")) to see what its actuaolt set to if you want to find the limit
Not only is the bottom of the bridge better and more accurately illuminated, but also take a look at the textures on the curb and its reflection on the ground. Higher SceneScale restores some texture detail that is lost
Oh okay thank you
Disabling SHARC bounce cache looks identical to having the bounce cache disabled and setting the scenescale to 1000. Gives me a bit under 10% extra FPS too... this is with PTNext as well
sure, it does. But disabling the cache gives me less 4% less fps than Scene Scale 400
Logarithm base [Downscale Factor, in CP, I think] controls levels of detail distribution and voxel size ratio change between neighboring levels, it doesn’t make voxel sizes bigger or smaller on average.
To control voxel size use sceneScale parameter instead.
it may not be properly integrated into regir
SHaRC is within the Nvidia RTXDI git... afaik PTNext isn't using RTXDI at all ... it's using ReGIRDI 🤔
i kinda wanna go back to CP 2.11 now 😂
Isn't ReGIR DI just ReGIR + ReSTIR DI?
And ReSTIR DI and RTXDI is the same thing
Oh this makes more sense. It controls a ratio
so just leave at default
And I am guessing bigger voxel size = better?
but wouldn't bigger voxel size mean less voxels overall? And doesn't this mean that we should be going for smaller voxels? Or am I wrong\
Can confirm
It looks the same as Scene Scale 1000
what, how
but has the performance impact as scene scale 200
ah
Seems like it should be disabled with ReGIR
anything less than 400-500 Scene Scale on ReGIR looks worse than PT 20/21
But if you disable sharc completely, it looks the same as Scene Scale 1000
but has same performance as 200
If you were to enable Sharc, anything below 400 wouldn’t look too good anyways and below 200 looks horrendous
so you have to take the performance hit anyways
so, you suggest disabling sharc with ptnext now?
according to my and @whole nova ‘s testing, yes
is it possible via edits?
lua edits i mean
no clue tbh
I just disable through the debug menu
will let you know in a sec if it saves or you have to do it every time
Since default U+ scene scale value is 50, you will lose performance in comparison
but if you already had SceneScale set to 200 or above, then you will have same or even better performance
yes, go to setmode.lua
ye
enable sharc
false
Although I will say Scene Scale 400 and 1000 basically look the same so 400 and SHARC disabled looks the same
if we find out that enabling SHARC is necessary for some other stuff, then Scene Scale 400 is a good value
but you will lose 10% fps
Popquiz which one has NRD enabled?
left
Good job sir, you win the internet for this day
its not that hard
tell that to all those nasty NRD lovers
yep
the black trailing is immense
humongous
humongous what? Did you just sexually harres the black trailing?
hugh
mungus
perfect
Jesus I didn’t know it was that bad
RR ghosting was bothering the hell out of me and wanted to switch to NRD
but it is even worse
I think when I have more time I will test default Ray Reconstruction settings vs Ultra+
I think Ultra+ has more ghosting than Vanilla
those pics are with vanilla 2.12 path tracing though, when you enable both RR + NRD (which is the default behavior) its not that bad
if you just enable RR, you still get trailing, but its not a black trail, more like the edges of the (car) trails
kinda like when you run no denoiser
oh damn okay
legendary video
imagine uploading that and thinking you would gain support
Haha well he gained support, just maybe not in the way he wanted
he wasn't the one uploading it though:) that was the woman
Yeah, PTnext does have some wild black smog trails with NRD. When you get the contrast just right during lut creation those trails almost go away but its fine line between breaking the overall look of the city.
no, very different tech
did it have them in 2.11?
nope, not nececelery 😊
I don't think it used to ghost that badly 🤔
or... at all 🤔
Comments by TJ Mack
Written and produced by David Bakhash
can anyone explain why the lights are shifty
Yeah but maybe to a less extreme.
looks like a bit of noise that just got resolved slower
no the problem is that it keeps doing that
doesn't matter how long i stand there
than its likely not using the cache properly (dumb guess) im fairly uneducated on the subject
ask princess sammi 😄
ooo princess 😊
usually it's not enough samples
you have been promoted it seems
ptnext 21 shadingcount disabled sharc insane RR
changed it to 23 now
they are still shifty
it seems to only be a problem in the dark
problem is that if you want sharc cach off it will kill fps
don't think it was any better with it on
mm yes it's a balance
yep with sharc cache on it still shifty
my cp just crashed
uhm
just to test i set shadingcount to 100
and still shifty
sharc cache at 1000 also does not fix
hmmmmmm
it does not like darkness
just like my pc is not liking what i am doing
it does become less
it is only a ptnext issue
sorry, i am sending to many messages again
i think i am gonna stick with pt21 for now
NVM
i just ran the benchmark with pt21 and i saw the strangest things happen
one of the beer bottles dancing? thats what i get on 2.12 lol
nope extreme shadow and reflection pop in
oof
it's probably important to understand a lot of the decisions in the mod aren't perfect, but they are a balance... balancing between
- light and dark scenes
- performance/fps and visual quality (remembering that higher real fps also often means higher quality)
- artifacts vs weirdness
...I don't think there is a "perfect". it's a worthwhile pursuit just realize that it also doesn't exist 😊
and often I'll make decisions that are like "well, this has less brightness in 4 areas but it looks better everywhere else"
@gritty geode sorry for late reaction, but i just remembered 1 thing, not really mentioned the other day when you asked for chances improvements. IDK if its possible for DLSS not to default to "auto" but to respect the users input
this happens only with PTNext yes
With or without sharc
and it doesn't matter how high you set SHARC quality
Since the main difference from other modes is ReGIR, I am guessing it is another ReGIR limitation
@gritty geode could it be the fact that all DI samples are set to 0 on PTNext?
SpatialNumSamples and all that stuff
yep, you are not alone. I know 100% that it used to ghost much less in v3.5.3. I am convinced it is the changes made to RR that probably made things look better in your testing but there wasn't enough testing done in all the different scenarios to determine whether it was actually better
dunno about reflections but shadow pop in is more noticeable in PT 2.0/2.1 because they can't resolve shadow definition fast enough
So technically the shadows are not popping in, but rather resolving very fast as you get close
at least from my testing that is what seems to be happening
with PTNext, shadows are fullly defined from much further away
Never mind, enabling LLIS+Fallback Lighting and increasing all the DI Samples didn't do anything, even after a reload
So it is just a ReGIR limitation I am pretty sure
Plus, enabling LLIS is problematic as you noted, because it seems to brighten some lights while dimming others. Seems to lead to inconsistent indirect lighting quality
Using PTNext some vegetation goes white (look around the tank in the parking lot). I noticed there was also a post by Shizerek on nexusmods that mention this: https://imgsli.com/MjU3MzA5/7/6. Is this just a bug in current version of PTNext? Any way to resolve it?
However if I use RR instead of NRD it goes away 🤔 how come
its a known thing, sammi said she is going to try and fix it
if you click on separate denoiser again, you might get more pleasing results
Thats good to know 🙂 ty
Wait. Now the grass is like that also in PT20 and PT21. Did I mess something up
I did just install DLSStweaks to change my dlss preset to E. Could that affect it?
not that i know, but try disabling pathtracing in the game settings and enable it again, or switch quality profiles in game settings
Didnt help unfortunately (but thanks though)
you did apply the new settings and loaded a save right?
Yeah did a bunch of times, even restarted the game. And then the computer. It does look right with RT though, just not in PT modes
Maybe I should just remove and re-install the mod
might be best idk
DLSS defaults to auto?
no.. RTXDI isn't used at all 😊
try setting material test specular indirect to true in debug and see if that fixes if for NRD?
basically because vegetation is hacked in there, so relies on the separate denoiser to work properly
Toggling "Material Test (Indirect S)" in debug worked, kinda. Thank you! Vegetation that are beneath light sources still look kinda white and "glowy". But that might be the intended behavior?
The rest of it looks good however 🙂
Interestingly it seems to have the same effect on PTNext. When I tried it out the first time vegetation was not affected by the light sources at all, but after restarting the game (with PTNext) suddenly it was, pretty much identical to the screenshot above.
I'm also getting this bug. Need to switch to DLAA on each launch. Started happening when I upgraded to 2.12a.
might need to turn on material test direct S as well 🤔
hmm okay. i can add DLSS/DLAA controls to U+ and have it save and force the settings 😊. the only question is will it crash 😂
Tell me about it. Lately I've been crashing just loading the game. I mean like, 2-3 times in a row... Curious if it might be due to reno not liking negative values??
what verison of reshade are you running/
?
the only one that's stable for me is the one on nexus
uhm
something broke
mine is blinking constantly now
all i did was update archivexl
i think it will 100% crash if it also "forces/sets" Ray Reconstruction on, since this cannot be done on native/dlaa
you have a mine?
Seems that none of the other three "material test" toggles make any visual changes for me. At least in that scene. For neither PT20 nor PTNext
Just discovered another fun quirk. So while toggling Material Test (Indirect S) does fix most grass like in the screenshot I posted, it does not work when I bring out my weapon (any weapon). 🥲 However if I start moving it looks OK, but once I stop the white bushes come back in. If my weapon is holstered it always looks OK, even if im standing still.
Still goes for both PT20 and PTNext
haha wow that's a special bug 😂
DId someone say there was a vanilla bug where NRD and RR get stuck on at the same time?
if you're using RR
is there a situation where you can reproduce this? So I can avoid those conditions?
yes it's possible. U+ won't let it happen, if you're using RR, it constantly disables NRD
oh nice
good to know, thanks
I think I may try playing with RR on
NRD is annoying me with rain
it can't keep up
causes a ton of jitter
easy to reproduce. Just be inside a car when it's raining and look out. Or look outside the H10 window
shit is jiggling all over
right, I'm going to compare NRD to an older version, I think it was working a lot better before (but can't think of anything that's changed. we'll see)
also it's not an ultra+ problem, the rain jitter. It's vanilla problem
just to be clear
yes all good 😊
Ugh so RR makes the environment look better and things are way more stable....but it makes all NPCs look...."weird"
So really both RR and NRD are bad lol
We have no good option
NRD just can't really keep up with PT unfortunately.
So gotta pick your poison. NPCs or Environment
Yep, this is why I pick RR
I don’t ever look at NPCs unless I am directly talking to them
but environments, and literally everything else is constantly noticeable
And once you go into higher “base” resolutions like 4k DLSS Balanced (1200p internal res) or higher, and if your base fps before frame gen is 45+, the NPC ghosting becomes a minor issue
At 4k DLSS Balanced, getting 80+ fps with frame gen, RR is perfectly fine for NPCs
I'm doing 1440p quality dlss, with frame generation, with a cap of 80 fps
I don't use VRR and my monitor is 240hz, so i'm doing 1/3rd max refresh @ 80fps
otherwise i'd have to do 120fps and I do not think i can hit that consistently
You can force DLAA or a higher quality DLSS with DLSSTweaks
At 1440p, even with DLSS Quality the internal resolution is pretty low (960p)
You can increase the DLSS Quality scaling from 0.67 to 0.77
which would bring you to a base resolution of ~2.2 million pixels from ~1.7 million
It will cost you performance but you should be able to do it easily with a 4080
or even 4070Ti Super
DLAA i wouldn't be able to hit my target fps i don't think, not with the game maxed out
but yea 960p internal is pretty low agreed
Do you think I could hit 80 fps constant with DLAA at 1440p maxed out on a 4080 super?
i guess i didn't ry
@shadow acorn how did it go?
oh didn't try yet ha
If DLAA doesn't work out, raising DLSS Quality scaling factor from 0.67 to 0.77 should be good enough without completely killing performance. It is basically the DLSS Ultra Quality setting that Nvidia didn't include in cyberpunk
does it try to use NRD?
does that mean you get all the bad parts of NRD
if you run native
vs dlss
set DLSS Quality scaling to 1.0 and when you choose DLSS Quality in game, it will be DLAA + Ray Reconstruction
Yes
I am telling you
If you want to use RR at native'
you need DLSS tweaks
SK?
specialK
Special K?
yea
Shouldn't be a problem I think
alrighty
this right/
?*
ok testing it out shortly
yup
Make sure to also use the latest DLSS 3.7
with Preset E
Doesn't seem to work with SK
yep! 🙄
I take it that the PT20 found in the v3.5.3 download is different than the PT20 found in the v4.0-rc1 download? Is that correct?
I am experiencing none of the issues with white grass and such in the v3.5.3 download version.
Other than that, are there any major upgrades found in the PT20 v4.0-rc1, compared to the other one? Or is PT20 more or less similar in both downloads?
yes there's some problems with v4 I need to fix
There is also rc2
Oh! Where do I find that? Its not on the nexus page
i can't pin things i'm sorry 😊
i took a brief break to fix Jedi Fallen Order. it's fixed 😜
You got it?
yes 😊 it's so much fun 😂
Nice. how do I fix it!
she has made an ultra plus mod
@sleek quiver maybe check this out too: #1224890336833179749 message
Thanks that helped a lot actually. However it seems I am still having all the same ol issues in rc2, so I will stick to v3.5.3 for now while playing 🙂
Ah alright
Yea i'm using 3.5.3
what on earth did I break 😭
thanks everyone I'll look soon, I think I just need a break from CP'e madness for a few days
Dude take a break!
When did you fix it
5 may the mod was uploaded
Can someone link me?
sure! this weekend just gone https://discord.com/channels/1161035767917850784/1236636890543689759
Has anyone here played Metro Exodus Enhanced Edition, I am playing through it right now and honestly it is so damn impressive how they pulled this off back in 2019
I am playing at 4k with DLAA, getting ~80 fps average and it is so crisp
It is not path tracing but honestly I think I prefer this over Cyberpunk’s PT any day
Native 4k + DLAA + base 80 fps without any ghosting or frame generation artifacts or Ray Reconstruction smearing or soft image due to low internal resolution. It is just so crisp
And honestly in most cases, I couldn’t tell the difference from PT because of how everything has accurate shadows and bounce lighting. Cyberpunk even with PT has a lot of objects without shadows
anyways I really recommend you check it out
Inde d
Metro exodus enhanced edition is a game on the good looking side
I think it is pretty much like RT+PT
Like Alan Wake 2
but the raster/PT balance is a bit more on the raster side
however in return you don’t have to deal with any ghosting or smearing or artifacts
Who knows maybe Path Tracing will also be like that if we could run it at Native 4k 60+ fps without any DLSS
But we will definitely need RTX 6090 for that
or like Lumen
Yeah, although lumen has a few issues
yep, it is technically worse than PT
But the lack of ghosting, smearing and artifacts compensates for it
combined with a crisper image due to DLAA instead of DLSS Balanced/Performance and smoother gameplay due to no frame gen but rather normal high fps
Enhanced Edition came out in May 2021
And it absolutely has ghosting and smearing lol what are you talking about
That's one of the main limitation of their caching solution for "infinite bounce"
It uses cascaded shadows and most light sources are not shadow casting
Then again most of the game is lit by the sky
The game’s default DLSS is v2.4 which is very old
I also experienced ghosting and smearing with that
This is true yeah, but maybe this is handled in such a way that it wasn't notable for @late vine
Updating to 3.7 fixes it.
Their system is super reliant on temporal acummulation and light has a very big delay
Yeah, that Enhanced Edition is a bit older now haha
And even with the default DLSS v2.4, it has much less ghosting and smearing compared to PT in cyberpunk or Alan Wake
Same with PT though and I noticed it much more in Cyberpunk than I did in metro
That's not surprising
But I think @late vine is talking about ghosting during movement of objects or the user. You are talking about ghosting regarding the RT-features itself.
RT is more probabilistic
Yeah
In cyberpunk there is ghosting even without Ray Tracing tbh
It is a constant
it just becomes much worse with PT
Alan Wake was better in that regard
My overall point wasn’t that Metro’s Raster/Ray Tracing mix is better than PT, it obviously isn’t. I just wanted to say that it is very impressive considering it was released a few years before Path Tracing made its debut in games
It was the first game to have a comprehensive RTGI system similar to what hardware Lumen does
And another thing is that Cyberpunk PT is 5 times heavier to run but it definitely does not look 5 times better
You can't measure it that way
Same way people will argue that ray tracing doesn't look 4 times better or whatever
Well yeah, I know why Path Tracing is much more heavy
But games are not moving to path tracing directly so it's not really an issue
Also Nvidia's UE5 branch is being done in a way that the path tracing is built as an extension to Lumen
so devs can develop with Lumen and ship for PC with a path tracing version that is compatible with it
instead of having separate rendering systems altogether
yep, I think this game might have changed my opinion on Hardware Lumen. If Metro from 3 years ago can get this close to Path Tracing with something similar to Lumen, then I would be fine with settling for Lumen if it means there will be more games utilizing proper RT
Idk, that is all personal preference of course. Cyberpunk 2077 likely looks much more accurate/realistic
This doesn't mean that it looks dramatically better for everyone as that is just based on how a person perceives the final image
Cyberpunk doesn’t just look more realistic, it is simply the best looking game of all time, especially with some texture and LOD mods. But after playing Metro, I think I still prefer the smoothness of high fps and crispness of 4k DLAA
Cyberpunk's geometry and material quality is last gen
4k DLAA with native 80 fps will look much better in motion compared to 4k DLSS Performance and native 50-60 fps
Even though in stills, cyberpunk will look much better
That’s why I prefer it for now
but obviously when the GPUs will be able to do the same with Path Tracing, it will be a no brainer
But yeah, I was very convinced that it should be “PT or nothing” but Hardware Lumen is probably the “better” solution until RTX 60xx series or so
I'm a stickler for accuracy and have an eye for rendering mistakes that deviate from reality, if game has a PT mode then it's pretty much no brainer choice
Outside of maybe UE5 games you're probably not going to get an RT mode that is fully featured if game also has PT
If there is a choice, then sure. But I doubt we will get PT in a lot of games any time soon leave alone as a choice between Lumen or PT
I am guessing GTA 6 might get PT, since we will probably be on RTX 60xx by then
And Cyberpunk 2, Witcher 4 will definitely get one
same with Remedy games
The next Metro game might have one too
Really forget about it. That game is all about console market, Rockstar themselves have never been known to push new rendering technologies. And I doubt Nvidia has the money to convince them to implement it
True yeah
Also remember how they patched RT into GTA 5, for consoles only
But the other games I mentioned all have devs that implement the latest tech
I am still kinda salty about that
That's a given because they moved to UE5
and at the same time, all of those games are years away, none of them even having a release date or even a release year
But by the time Cyberpunk 2 comes out PT will already be semi standard lol
I think TW4 will be 2025 or Q1-2 2026
I think this too. Likely they will just do what they did with GTA 5 and RDR 2 and release the PC version with just some enhancements and unlocked FPS.
But they seem to have moved to some RT at least
Basically just increasing some settings-values from the console version
DF analysis of the trailer says it's definitely console footage, and it clearly shows the use of RT GI and reflections
So, if they do have RTGI and RT reflections, they might just improve the quality of that
to be honest RDR2 PC version is more than just a couple enhancements though. Console versions were basically running on low settings and the difference between low and ultra settings in RDR2 was quite big that you could consider it a remaster
Haha, nice, we watched the same video
Are you sure you're not misremembering?
Consoles were Medium-High equivalent
And settings beyond that make little difference
Digital Foundry said smth about it
Of the opinion that it is not. In my "perceivement" it mainly just increased internal variables. So, didn't add really new things, but just increased the quality of what was already there
yes but the heavy stuff like lighting or distant shadows and all that were all low
The biggest difference between RDR2 on console and PC maxed is the resolution
But that mostly affected the resolution
volumetric lighting just looked more pixelated when you saw fog
PC maxed is mostly a quantitative improvement
not qualitative
IIRC lighting on highest setting enabled lighting and shadows from the sky/moon
But yes, the difference might not be as big as I remember it
tbh I don’t care about rockstar games all that much
I find both GTA 5 and RDR2 mediocre by modern standards
I am much more excited for Cyberpunk sequel or the next Witcher, Metro or the next remedy game
RDR2 has mediocre game design
narrative and world building/simulation is unmatched by any game
I am gameplay first type of guy
So if the gameplay is mediocre the entire game is immediately mediocre
unless it is a walking sim or something
Cyberpunk gameplay is also very mediocre
and the world building/similation is basically no nexistent
Cyberpunk has basically one of the best gameplay I have played in single player games
🤣
it's pretty much Ubisoft game design
to an extent
it failed pretty hard at the promised cyberpunk rpg gameplay
but not nearly as bad as Horizon games
You can add quite a bit of roleplaying with mods but I agree
and it doesn't offer a functional sadnbox open world
It is no Fallout New Vegas
it's like a linear-ish story focused game in a fake city
and it took 3 years of patching to get to the current state
Agree to disagree then. I found RDR2 no less fake
lol mate
I have 140 hours in RDR2 and 310 in Cyberpunk
I have played both more than enough and in my personal opinion those things don’t matter in the slightest when you are actually playing the game
the world in Cyberpunk is like GTA SAn Andreas tier
that depends entirely on what you value in a game
but we weren't talking about that
Well yes, if you ignore the personal preference part lmao
I was talking about whether or not the game actually has a believable world that looks like it functions
GTA 5 is visually mediocre indeed by modern standards. RDR2 is slowly entering that stage too maybe in my opinion
in cyberpunk for like a year npcs despawned when you turned around
RDR2 has a more detailed world but Rockstar also has double the amount of employees, with a bigger budget and more time
so there is that
Witcher 3 has a more belieavable world
and yes the game was pretty bad for the first couple years and I am not excusing it but games aren’t such a big part of my life that I care about holding grudges against game companies
what grudges
How some people refuse to acknowledge Cyberpunk being good in its current state just because they released it in a bad state and it took them a few years of patching to get there
which is true
but doesn’t change the fact that the game is good now
I disagree
Guys, we are getting a bit off-topic here as we involve more and more different games into this discussion. This topic is about a specific mod for CP2077. Might I suggest to move this discussion towards #💬chat ? 🙂
When renaming the usersettings.json - what do I actually "do"? I have been been hitting "rename" in file explorer and then hitting enter without changing anything. Is this correct?
yes i think if you play CP with RT+PT with some add-on AO like Complete RT, it's probably a better experience and better looking than path tracing
no you need to change the name to something else like usersettings.json.bak
😊
renaming and then changing back? Or just booting up? Thank you! 🙂
no rename it and then boot the game. the game will recreate it
what problem are you having?
What prompted was extreme stuttering and frame drops leading to a crash (implying a VRAM leak) on the road leading to the 2nd Aldecaldos camp. Loading saves in different locations didn’t reproduce, but I wanted to rename the json just in case.
Thank you for the help!
(PTNext RC-1, insane, 12GB vram)
where can I find complete RT?
Pretty sure its a paywalled AO ReShade shader
Would you do turn off the game's AO while using ReShade AO? Does Marty's iMMERSE MXAO compare with it? Its free on github
Complete AO is made by a different guy
Yes that is the one
True
But i believe mxao uses more of a rtgi kind of solution
Might be he too heavy on performance though
Wait
Does his solution use actual ray traced reflections or no?
CompleteRT does yes
Which one is the complete rt
But its screen space only
iMMERSE RTGI also has a form of "reflection"
Screen Space AO should be perfect though for this use-case
Does the shader do actual RT though
Also saw somenone trying to make a game engine addon for Pt
Yes software
Its not out yet though
Pretty good for older games
I am not knowledgeable with shaders I thought they just changed the contrast and colors and stuff
That was Marty
No did not mean rt remix
Like are these shadows actually accurate?
No they are way more advanced then that
Shaders are already in every game
So which one is better RTGI Immerse or Complete RT
I believe even the PT you see in cp is a shader
I don’t mind paying 5 bucks
All ReShade RT implementations only operate in screen space right now. Marty wanted to make a ReShade PT add-on that operates in world space
iMMERSE is the best
I have it
Use it all the time for older games
Could you please make a comparison between PTNext and PTNext + immerse
That would not be the time to use a ReShade RT shader lol. The game already has a much higher quality native PT implementation. Even Cyberpunk's normal RT is better than the shader tbh. RT+PT will however greatly benefit from a ReShade AO shader.
Oh
I thought it was higher quality than PT, based on a comment by Sammi
Marty gives his AO shader out for free
So PTNext alone still looks better than RT+PT + Shader?
His RT shader is the one that is paywalled
And what about compatibility. Would it work with games like Metro Exodus which already have really good RT implementations
For me, no. However, I am particularly sensitive to PT ghosting. I can't stand to use PT20 or PTNext for this reason and only use RT+PT or PT21.
I really only use ReShade RT on old games that have no form of RTGI
Native RT is almost always better tbh
Eh
Pt21 has less ghosting then ptnext?
I have seen it the other way around
I am also very sensitive to ghosting
it's lighter than immerse
So that seems to be a good option to make old games look better
ray tracing doesn't have AO in CP 😔
it's the reason it looks a bit off
Performance cost and money aside, which one looks the best in terms of quality
because I am just now finding out about this I didn’t know you could add some RT to games without RT
It does have SSAO though right? That's what I meant
Krush was testing RT+PT, and adding AO looks amazing
nope! it doesn't work I don't believe!
not with RT anyway
IMO yes. PTNext is just more "accurate" to me
yes sorry I have to fix ptnext
PTNext IS more accurate
If you put PT21 insane and even PTNext Medium side by side, PTNext still looks better
I'm just going to write a program that dumps all the settings of 3.5.3 and 4.0 so I can see what's different, since their architecture is so different I can't just compare the packages
Agreed but I personally hate the ghosting
me too
ReGIR in PTNext is just better than all other modes
however
That is, until you encounter the limitations of ReGIR
I don't think beta07 ghosts 🤔
Marty's iMMERSE
such as having too many lights around you will make some of them start flickering and stop casting lights off screen
That are only there because cdpr fucked up
Yep, a proper ReGIR implementation without the current limitations and with less ghosting would be perfect
Immerse Pro is better than regular immerse I assume
Alright I will check it out
Immerse pro is rtgi shader
And a few others
iMERRSE is free on github. Pro is paywalled and has RTGI
Indeed
yup
And it wouldn’t make games which already has RTGI look better
not really
such as Alan Wake 2, Cyberpunk or Metro
Not really
No. It's for older game with no form of global illumination
Only issue i have with rtgi shaders is that it uses screen space reflections
I love the normal non screen space rt reflextions
still better than no RT considering you would be using it in games without RT
True
I just realized that it has been months since I last played a game without a proper native RT implementation lmao
Also has problems with game's UI. You have to get it to render underneath UI, transparencies, and smoke effects etc
It was for me too, until i started playing subnautica again last week
Alan Wake 2, then Control then another cyberpunk playthrough and now Metro
You can use this https://github.com/4lex4nder/ReshadeEffectShaderToggler or SK to tag the shaders to render after the RTGI
Though i did adjust a lot of stuff to make it look 10x better then normal
do elaborate
Using a few shaders, adjusting lod distance, etc
Pop in in Subnautica was so damn annoying
It is fixable
dm?
You just start hitting an engine limit trying to increase it to far
🥹 🥹 🥹
I'm playing Jedi fallen order rn and you wouldn't even know it doesn't have RT
it looks so good
Yeah, games don't actuall need rt if you do the lighting good
yes. they just replaced UE's reflections and it looks really good
Only thing that can not be done by developers without rt is reflections
How is it amazing when the AO renders on top of everything
the only thing that looks a bit weak are characters
I would pay extra $20 on top of the base price for every new game to come out with Nanite and Hardware Lumen implementation at minimum. I am so tired of rasterization and pop ins and LOD culling 10 meters in front of your face in 2024
Lod popin go brrrrrrrt
Was this using in-engine RT or ReShade for AO?
It is genuinely baffling. Do devs expect everyone to play on a TV sitting 4-5 meters away and hoping that they won’t notice the very obvious LOD Culling
Console gamers 😭
I did not notice it with cp at first
Even in Cyberpunk with all these mods, go to a high ground and look only a little into the distance. 2D cars and textures so low quality they look straight out of 2007
But that was indeed on an console
Cyberpunk 2007
That is what nanite is supposed to fix
Reshade for AO. he doesn't think the games AO is working
hmmmmm
I find it curious that i can use nanite and lumen in vr and still get 90fps
Maybe a hot take:
Noticeable pop in and LOD culling is MUCH worse than raster. I would rather have no RT but good draw distance than the other way around
wow that's amazing
I really like UE
me too
Yeah they really did some voodo level magic with ue
this is the lowest setting of complete RT apparently
I was sure he did a comparison with RT+PT but I can't find it. it looked amazing
yes it's so clever
how they do shadows is so good
Wonder how it looks with only an AO shader. I don't think the RTGI part of the ReShade is needed
Gonna try RT+PT with iMMERSE AO
no me either
The AO is comically strong and again it's rendering on top of final image, so on top of transparencies, fog, etc, that makes it automatically unusable
yup
yeah I'm trying to work out if it's better or just more contrasty
same
can't decide
That's why only AO is interesting with using that add-on I linked to have it render underneath all that stuff
We need more comparisons to be able to tell whether it is more accurate or just has more contrast
Of course it's not going to be more accurate, it's a screen space shader, versus PT AO from world space
But a lot of people think that pitch black thick AO is better
and by the end of it the performance might be worse that just using PT lmao
oh well
probably not
not that heavy
Maybe Sammy can perform a miracle and get in-engine AO working
Yes, but it will be a hassle to tag all the shaders to render after the ReShade
you don't use with almost any game really unless you like seeing AO bleed through all sorts of stuff
does this apply to this shader only? Or just RT shaders in general
all reshade shaders
unless someone makes a specific addon to make it render earlier in the render pass
which is very rare
Its good for very specific use-cases
For extra "pop" in older games
But you have to go through the hassle for each game to tag shaders
Yeah I assumed it being a post process effect would be a problem
this whole phenomenon of Reshade "RTX" clickbait that's been going on for years now
is incredible annoying
This is the only solution for that
and people inject it into modern games that already have AO and good lighting
and they usually do it on top of game's existing AO lol
Yeah lmao
but it's somehow popular, it's same thing as all those Reshades with deepfried colors, "Fake HDR" shaders and super heavy sharpening
like that's the average gaymer's idea of what looks good
I absolute DESPISE any mods that change color
Its good when used conservatively and with the proper ReShade add-on to tag shaders
I have yet to find a single LUT for Cyberpunk that looks better than native
or even similar quality
they maybe look better in 4 or 7 handpicked scenes
Worse, all are SDR luts smh
but worse everywhere else
yup, almost none of them don't work properly with HDR
The GITS one is supposed to be good, HDR compatible and works well with Ultra Plus
Someone here recommended it to me long ago
Yeah that is the only one I found to be at least decent but I still by far prefer native
It changes the artistic vision of the game and that is not a good idea with games like Cyberpunk which already has a good art style
Even the more color accurate ones in the optional files? I hate the default one thats almost black and white
Not to mention it also messes with the weather and sun brightness and all that stuff
I think that is the env
But he says the LUT is designed to work with the env
Well luts can be used with any ENV
I love Reno
even then, the default settings are pretty ugly and don't even look accurate to my eyes
had to do quite a bit of experimenting to make it look better than the default HDR
So anyways, I guess this means there isn't a way I can improve Metro Exodus RT any further
I already love how it looks but I would love to improve it further
My only problem with Metro EE RT is that it can be very noisy
RR would be awesome in that game
You have to set the resolution pretty high
I am playing at 4k + DLDSR 2.25x + DLSS Quality and there is zero noise and I am pretty sensitive to noise. It is upscaling from 4k to 5760x3240 (18.7 million pixels, 2.25 times higher than 4k) and downscales back to 4k
Looks better than 4k DLAA
FPS with the 4090?
DLDSR with DLSS always looks better than DLAA
DLAA doesn't even seem to work properly in many games
you can see it increase aliasing in some games even vs DLSS Q
~85 average, drops to 60-70 in heavy areas like the forest
Maybe my 4070 Ti can handle it at 1440p
Interesting
I was just about to uninstall Metro too
DLDSR is so good. I used to use it when I had a 1440p monitor and the difference it made versus native 1440p is insane
of course, the point of it is to approximate x4 pixel increase quality but with half the perf cost
Does it have more overhead compared to DLAA though?
On a 32" 4k monitor the difference between 4k native + DLAA and 4k + DLDSR 2.25x is not as big but it is still noticeably better
yes, it obviously costs more performance
even though it is upscaling from the same resolution, it still renders the game at the higher output resolution and then downscales so it costs a bit more than just DLAA
You can also use it with a lower DLSS level to improve quality without the DLAA perf hit
Below 4k the difference is huge
at 4k it is still noticeable
but there is only so much sharpness you can get on a 32" screen
But if you decided to use DLAA and take that perf hit it's just better to use DLDSR with DLSS adjusted for same performance, it looks much better
This
At first I was using DLAA but then I realised I might as well use DLDSR
DLDSR + DLSS Quality will have the same internal resolution as DLAA. Since 2.25 x 0.667 x 0.667 = 1.0
Hmm it seems I have some testing to do then! See you guys later
Or you can use it to improve DLSS quality with a small cost
For example in metro, I was shocked how much difference resolution made
The shadows of a grated fence for example
Even the smallest gaps between the grating was resolved in shadows
Even though Cyberpunk's PT is superior, there was some things that Metro's RT does better. Such as ALL grass casting shadows.
Metro doesn't have RT shadows
Or how the candle lights or other types of flames cast moving shadows instead of static
What do you mean it doesn't
It's RTGI and reflections except for transparecies
Then how are all the shadows so accurate
Enhanced Edition definitely does
It has to be RT because if it isn't, then this has to be the most advanced form of raster shadows I have seen in my life
Proof?
The first triple-A PC game that will only run on ray tracing equipped PCs (and next-gen consoles to come), Metro Exodus Enhanced Edition is a phenomenal improvement over the 2019 original release. In this extended video, Alex Battaglia reveals the new RT effects, shows off the benefits for developers, checks out DLSS, VRS and TAA upscaling and...
lmao
Metro has two different versions
Its timestamped
Yep, I feel like I am being gaslit lmao
It very obviously has RT shadows
No it doesn't
yeah hes wrong lmao
True
Enhanced Edition is fully RT
Thats the point
And what exactly do you think RTGI does
Shadows are part of the RTGI
In the same way that there are shadows in Cyberpunk PT lmao
Metro is not path traced
It is not
So your just being semantic then? There are shadows
But it still has better shadows than Cyberpunk's PT most of the time lmao
Shadows like sammi said are the absence of light bounces
The game uses cascaded shadow maps
That is correct
But not having pt does not mean that shadows are not ray traced
I know its not PT but RTGI itself creates shadows lol
Seriously this is the most stupid argument ever, the features are listed by Nvidia and you can go watch the developer's GDC talks if you don't believe them
Chillll lmao
- Still has more accurate soft shadows and regular shadows than Cyberpunk's PT
- Still has more objects casting shadows than Cyberpunk's PT
- Still has proper shadows that move with some light sources such as flames or candles instead of Cyberpunk PT which has completely static shadows in most cases\
Ok and? They aren't ray traced, don't move the goalpost
UE5 virtual shadow maps aren't RT either
That was what it was about in the first place
and I still don't believe it is not RT
No the point is that people were trying to gaslight about it having RT shadows when it doesn't
lmao
Literally just click this link https://youtu.be/NbpZCSf4_Yk?si=k6ZqaOYKq7r3fO_Q&t=965 this is what we mean
The first triple-A PC game that will only run on ray tracing equipped PCs (and next-gen consoles to come), Metro Exodus Enhanced Edition is a phenomenal improvement over the 2019 original release. In this extended video, Alex Battaglia reveals the new RT effects, shows off the benefits for developers, checks out DLSS, VRS and TAA upscaling and...
Have fun here
Maybe because cp puts shadows in a separate world
Essentially
Cp renders shadows seperatly from everything else
That is the reason shadows are static
I have yet to find a light source in Metro that doesn't cast proper shadows unlike in Cyberpunk where I couldn't play longer than 20 minutes without finding at least a few instances of objects not casting shadows
Either way, it doesn't matter whether it is RT or not (even though it obviously looks like it is)
in the end, my point was that it has better and more accurate shadows
Yup
Even the reflections, that are half screenspace half RT are barely worse than Cyberpunk's PT reflections. In cyberpunk a lot of details and lighting disappear in reflections when things go out of screen space
same happens in Metro, except they lose a bit more detail than they do in Cyberpunk
Metro's RTGI creates soft shadows when objects block light (Like all RTGI)
Also if you look at the link the "hard" shadows look insane if they really are only raster
Like PT levels ahead of the non-EE release
In Metro there are some rare instances where the light seems to be coming from nowhere or "leaking" but even in Cyberpunk PT this happens. If it didn't we would have no need for mods like GITS ReLIGHT
Honestly, I will take the "cons" of Metro's implementation over PT at this point. After 15 hours of Metro, I went back to Cyberpunk and I stopped after 45 minutes
I simply cannot go back to ghosting
Use RT+PT then like I do
Its a good enough compromise imo
Plus you can push res way farther
It is a bit too much of a compromise for me, especially the AO part that you can't get without post process shaders
For example Metro gets close enough to PT without compromising on AO
And going from 5760x3240 to 2227x1252 is rough 😭
I just wish we had more games with Proper RT
Imma go play some now see ya guys
No it still uses SSR for reflections.
No reflections are A LOT worse than cp77. Watch the Digital Foundry video on it from way back when. Reflections aren't good. They get visibly messed up when moving the camera up and down on water for example.
Still an amazing looking game though
What do you mean not really? Watch the DF video. They might be half SSR sure
Yeah
That is what i said
Half/full whatever. Point was it's not full RT. But i see you guys already went through all this above ha
Yeah
Love how the game looks though. Aside from the fucked up luminance at night
Way too bright in some cases
Looks like day
Metro exodus is one of the most immersive games i have ever played
Is there a mod that fixes that maybe
Dunno
😦
Yea i Heard not much came from it
Exactly, what you are saying is totally not an opinion at all. ReShade shaders can be nice, but everything is done in screenspace with often some lacking info regarding depth and movement. This can make many ReShade shaders look odd. The opinion part comes in if you can overlook these issues or not.
It got released too late
Haha yea wayyyyy too late
Also it's not really a game I'd consider very "moddable." It's not set up that way
Maybe texture mods
It could've been so good, but they fucked it up
Also have to agree with this; Nexus mods gets polluted with ReShade mods that are poorly worked out and YouTube flooded with "HDR" videos of non-HDR games, "RT" videos of games with no RT-support etc.
I find it funny that W3 modkit is coming out/came out. Way too late on that one too
Who's still playing that game?
Lol
Yeah
Lol cdpr
(That's a joke)
I don't know if it is gonna happen
But it would be funny
You mean RTGI shader videos? 🤮
And frustrating
Yo mang, you wanna use RTGI, lose 70% fps, and make your game look worse?
It looks worse because they fuck up the settings