Cyberpunk 2077 Grainy Surfaces Fix + Reflections Testing RX5700 3440×1440



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Fast answer: If you get ‘grainy’ surfaces, turn screen space reflections to ultra if you can afford the performance hit, or turn them OFF, OFF does not disable reflections completely & gets rid of the grainy look, its more like ‘very low’ in regards to reflections rather than actually off. Avoid low/medium/high.
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System Specs:
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36 thoughts on “Cyberpunk 2077 Grainy Surfaces Fix + Reflections Testing RX5700 3440×1440”

  1. Fast answer: If you get 'grainy' surfaces, turn screen space reflections to ultra if you can afford the performance hit, or turn them OFF, OFF does not disable reflections completely & gets rid of the grainy look, its more like 'very low' in regards to reflections rather than actually off. Avoid low/medium/high unless you dont mind the noise caused by SSR even in dry conditions, particularly during sunny/dry weather on roads & sidewalks & the hood of some cars.
    >>>
    I also made a follow up video testing more settings & point out how 'decent' SSR off actually looks in Cyberpunk compared to other titles where all types of reflections are disabled when SSR is turned off. https://youtu.be/Vl8qL2fmoek?t=1687

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  2. Thank you for helping me out! I was wondering if any of my Nvidia control panel settings were messing with the grain but it wasn’t! I’m still curious to know what your settings are, though, I might have something switched on when it should be off:(

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  3. It's either the maximum setting or nothing, and in some cases off looks even better than "Psycho" imo. Screen Space Reflections is just not worth it in any way. Turn it off, is my recommendation.

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  4. What bugs me is when I grab someone and see them getting grabbed by an invisible character in the reflection of a builing . So immersive breaking for me ! Oh and Jonny apears next to me near a building and i see his reflection but i cannot see mine in the building ?? Yeah he should not even be showing up in reflections in the world . Honestly i am very bugged that my toon is like a Vampire in every reflection source in the game but yet everyone else reflects just fine . I do not like the idea of just seeing myself in a mirror where i hit E or F . Uhg ! Also being hairless and crooked armed in shadows needs some massive tweaking . Hell even borderlands 3 did immersive first person right . Not to bash up the old generation consoles or anything but they would have made better efforts making it a next gen thing . Less problems would have accured because they had to back graphical tweak for older consoles which took up time they could have put into advanced graphics to create the perfect style world . I am sure they will get these issues fixed . Just a shame that Early access games have less bugs and better Reflections on characters . Noted: I look at my self in mirrors everyday set all around my house so I am finicky when it comes to reflections !!! XD

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  5. What you're seeing in the cars/puddles are not screen-space reflections; they're cubemaps. The benefit of screeen space reflections is that they're much higher-detail than cubemaps and can show stuff happening in real time, whereas cubemaps are often low-res and get updated sporadically. The SSR in this game really is grainy and it doesn't play well with the TAA at all, but I've honestly never seen such a gorgeous implementation of it. As someone who doesn't mind grain/noise, I'm glad there's the option to turn it on.

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  6. Something to keep in mind is that Screen Space Reflections usually add "buddles" to games. In that there are set decals around the world that should reflect light, but wont because the stting is (OFF)

    3:34 is where you see a puddle on the road, but it looks kinda horrible on CP2077. It's something you usally see in like a muddy road that shines the water on top of it.
    But those puddles are removed in OFF setting and it might ruin SOME immersion especially when it's raining, but it also dosn't make ANY sense that you have apartment buildings filled with watery puddles either.

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  7. Great fix, is there any way thiw works on console? Im happy you could fix the annoying grain, but on my PS4 Slim and every other console (including next gen from what I have read) its the most annoying thing in the world, the grain is everywhere, so much that when you're driving everything looks blurry from the grain. I've tried every graphic setting, turning Film Grain, Chromatic Aberration, Motion blur off and nothing helps, maybe there is a fix I dont know of, or I could just wait for updates if there is any fix there. Thank you so much!

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  8. Off does mean off. You are seeing baked or cube mapped reflections (a fake illusion of reflections for that area and time of day). Often in this vid your car and surface puddles are reflecting a purple sign that is not there. Also, compare off to low at night with wet roads. When I saw that difference I knew it was worth leaving it on Low for the visual difference. Hopefully CDPR will patch this hideous implementation IF Nvidia allows them to since this game reeks of NVidia deals to make CP2077 a Ray trace first showpiece.

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  9. i love reflection even on low in surface of street but this grainy is joke, for me reflection on car is off but reflection on street and world is low is much sense. But this grain is must be reworked on patch

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  10. What makes this even worse is that poor console players cant even turn this setting off so they have to deal with the grainy ssr unless cdpr decides for whatever reason to overhaul them which is highly improbable

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  11. Was wondering where all that grain was coming from and this video really clarified things up! Appreciate the gun dmg tips as well. Sadly this game didn't get the development time it really needed as you can see the love and passion put into the game by the devs in some parts and in others, a rushed product. Corpos be DAMNED. Anyways, thanks again for the video Broder!

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  12. Lol, cashay is how cache its pronounced…
    :). And I don't suppose ya know how to fix this on the ps4 do ya?
    The film grain setting doesn't seem to effect surface reflections, nor do any of the other settings..

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  13. SSR or screen space reflections only show the reflections of those surfaces that are visible on the screen. the reflection of the buildings are cube map reflections.
    In CP2077 the SSR has less samples compared to other games which i think was to favor the Raytraced reflections.
    Only RTX or raytraced reflections can give the actual reflection in CP2077.
    the other option is plannar reflection and this is not implemented in CP2077.

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  14. The thing with SSR in this game is that they are affected by the surface roughness (that's cool, not many engines do that because it's kinda costly to calculate it seems). That means that very rough materials, like concrete, get blurry reflections while very smooth surfaces like glass of water get very sharp reflections. The sharper the reflection the less grainy it looks, while the smooth ones are the ones that look very grainy in this game (they aren't properly denoised). If we could adjust the roughness parameter for reflections, we could get rid of those smooth reflections while keeping the sharp ones.

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  15. Appreciate this video. The grain was so bad and noticeable in the game-play videos I watched that I saw it as a significant reason not to buy this game, glad to see that off is a viable option. This is some of the worst implementation of sceen space reflections I have seen.
    Also great ultrawide content!

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  16. SSR does not reflect objects which are not on the screen very well like DXR, so you cant expect to see a lot of reflection when you're staring right at the reflective surface with no object within the "screen space" to reflect. I could be wrong.

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  17. actualy, off disables reflections completely. it uses cubemaps instead,
    but that has side effects like "glowing" roads, objects specially in dark areas.
    i don't like how they put ssr in literaly everything and despite all that,
    the reflections themselves on puddles are way too inaccurate compared to
    even Reshade SSR solutions.

    Reply

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