Cyberpunk 2077 – OVERDRIVE Update Ray Tracing Comparison | RTX 4090 | Patch 1.62 Path Tracing



Read more about Cyberpunk 2077➜ https://cyberpunk2077.mgn.tv

I had a few requests to do another comparison video, thought I’d put one together! Can we get to 700 Subscribers??

Cyberpunk Overdrive was supposed to be a technical preview, but it CAN run at 60fps with DLSS 3 and frame generation turned on. There is a lot to love about the new ray tracing (or, path tracing) mode in Cyberpunk 2077. The light is reflected and rendered in real time, so when there is a wall getting hit with light, that light will now bounce back into the environment. It also adds shadows to every light source, making the objects feel much more grounded to the earth. What else do you see that is different??

Music is from the Cyberpunk 2077 OST
“Tower Lockdown”
“Consumer Cathedral”

PC Specs:
-Mainboard: ASUS Strix z690-E
-CPU: Intel 13900KS
-CPU Cooler: NZXT Kraken z73
-RAM: G. Skill Trident Z5 DDR5 6000 (2×32)
-GPU: Gigabyte Gaming OC #rtx4090
-PSU: Corsair RM1000x
-Case: Corsair 5000d

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31 thoughts on “Cyberpunk 2077 – OVERDRIVE Update Ray Tracing Comparison | RTX 4090 | Patch 1.62 Path Tracing”

  1. Kinda crazy how the RT ON can look a bit worse than RT OFF, because it seems to just totally omit any kind of ambient occlusion going on, causing things to glow worse in places they shouldn't have much or any light. Then of course RT OD just combines the best of both ON/OFF and then some more with proper shadows from all light sources and the RT reflectionz.

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  2. Overdrive looks like RTX most people (including me) expected. I have a 3060 and I didn't really try it anywhere yet, except Fortnite (not the best game to do it, obviously). I am yet to play Cyberpunk 2077 and it makes me sad I won't be able to play with RTX OD on.

    P.S.
    I see you are a fellow STi enjoyer 🍻

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  3. When I'm looking at the first examples, something comes to mind I didn't consider yet. Aren't some fog effects in games voxel based, shouldn't that allow, if used, to get some good depth information. I wonder how taxing that would be for RT OD or if that still has to be faked to be doable.

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  4. It's night and day at times. Great examples of how it creates an internally consistent naturalism and impact. Kind of annoying to see them finally making their graphics engage sing like a superstar only to know that they're throwing it out the window soon for UE5 (which is also phenomenal, but it seems like such a waste to delete these results)

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  5. This pure delusion. Sorry, but at best it is a taste preference, more likely psychological justification. Most of the OD scenes were completely shot causing what we call in photography clipping where the darks and whites are pushed out of the recordable range of the media. This compresses the contrast range of the image making it more like a two-tone black and white image without grey scale and reduces the definition range of the image which provides detail. You can see this in the man by the counter. In other instances, it was flat with minimal contrast like the poster in the hallway. It also appears that all the light is coming from sources in front of the character but not from behind which isn't natural and accentuates this clipping effect. People pay far more thousands of dollars for cameras than even a 4090 to avoid what this is intentionally doing. The image is far worse than the artists' rendition.

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  6. Everyone's using CyberPunk to benchmark GPUs. Is this game even fun to play? Personally, I have no interest in this game. I especially don't have any interest in any game that has such a high demand on any GPU.

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  7. One of the best comparison videos. Most people seem to focus on opening scenes where the difference is minimal because these areas obviously received the most attention from devs and they are already well lit.

    Random corners is where we should look for differences!

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  8. Why is it looks SO bad without RT and OD?
    Seriously. It's 2020 game, but without these features it does look like some kind of default Skyrim (on medium settings), which is 11+ years old.

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  9. 5:47
    Notice the contact shadow of the green building with the sidewalk.

    OD – there is no shadow at all, the building seems to be floating.

    RT – a shadow only on the building itself, but not under it and on the sidewalk.

    And only without RT the shadow is displayed realistically.

    The technology is only at the beginning of its journey, there are still some flaws.

    But so far I like what I see.

    Thanks for the great comparison!

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  10. RT OD washes out some of the textures. When looking at npc’s faces they look blurry with it on. You can see the garage door at 5:27 and the comparison on the npc’s faces in the last example. Some scenes are way to dark as well. For those reasons and a 30-40% drop in fps I turned it off. Other than that I do like the shadow and lighting effects. With some work an optimization I think it can be really good.

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