Cyberpunk 2077 – FSR2.1 Patch 1.6.1 Complete PC & Console Technical Review



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With AMD’s FidelityFX Super Resolution 2.1 hitting more and more games over the past few months, CD Projekt Red have fully replaced their old TAAU solution in Red Engine 4 with AMD’s new temporal Upsampling AA solution. With it now shipping on PS5, Xbox Series X and Series S along with PC. How good is it on consoles and PC? Is it really better than native 4K? Can DLSS still offer all round better Image Quality? And does it affect performance?

I answer all that and more in this deep dive into Pixels, Cyberpunk, Image quality and the future we can expect moving forward.

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27 thoughts on “Cyberpunk 2077 – FSR2.1 Patch 1.6.1 Complete PC & Console Technical Review”

  1. It will be interesting how FSR will do on RDNA3 and what FSR3 will bring. Maybe there will be some kind of hardware (tensorcore-like) accelleration. I would be very interested in your take on DLSS3. Thank you for your great work.

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  2. Sorry to correct you here, but "Auto" in Cyberpunks upscaling technologies is not dynamic, its a fixed setting based on target output resolution. 1080p is Quality, 1440p Balanced, 4k Performance, 8k DLSS. Confirmed this with CDPR in my day job for Edge Magazine

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  3. Image quality is worse on Xbox series x with this new feature but ps5 is significantly improved. The reason being  ps5 has much superior architecture. Lots of custom hardware on ps5. That's why ps5 is not rdna2 as Sony made lot of customizations. While Xbox series X is rdna2 taken as it is from pc. Ofcourse ps5 has other customizations as well.

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  4. Great work as always! You are just as essential as Digital Foundry.

    On Series X and with an HDMI 2.1 telly I already thought 2077 to be the most “next gen” looking game in performance mode with VRR. It was beautiful and smooth. Gorgeous. Stunning for a console peasant like me.

    So with FSR 2.1 I imagined a 40hz raytracing mode, Or 60hz @ 1080p, I thought we’d get a new performance mode with unlocked framrate and dreamed of 60 to 80hz+… It seems I’ve misunderstood FSRs potential.

    The game is still utterly gorgeous but this patch has been massively underwhelming for me.

    If I stand still and peer at the screen I think I can sometimes tell the difference and your shots of foliage were impressive but in motion, in play it’s the same experience.

    Maybe FSR will be more miraculous on my console when Unreal 5 games start emerging.

    I really thought FSR 2.1 was going to make a huge difference based on fps gains demonstrated on PCs. I see now that I expected WAY too much.

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