Cyberpunk 2077 | Overdrive Path Tracing Comparison | RT OFF – Psycho – Overdrive



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48 thoughts on “Cyberpunk 2077 | Overdrive Path Tracing Comparison | RT OFF – Psycho – Overdrive”

  1. Lo unico que no me gusta es el aumento de particulas brillantes en las zonas con poca luz directa con el pathtracing, pero desde luego es un gran avance… en un par de generaciones de graficas espero que se mejore, tanto el numero de rayos, como la velocidad de casteo y la reducción de ruido.

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  2. О БОЖЕ ОНИ ВКЛЮЧИЛИ ТЕНИ, просто их не было в олд версии, теперь они включаются когда у тебя есть 4090

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  3. In many cases it looks different maybe even more realistic who knows? But not better necessarily in my opinion. Some areas look really good with RT psycho and then with Pathtracing it suddenly is alot darker or a lot brighter and even worse looking I would say AND the performance is worse so I am not convinced yet. However in future games this might be amazing

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  4. Now here comes to the question, which "MOD" would you prefer to turn "ON" most? RTX "ON or GTA "ON"? If you have only one choice to turn it "ON" or "OFF" between the graphics details of "RTX" and the city's daily life details of "GTA", which one you gonna be choose if the latter's various kinds of vivid daily life details were being applied to the content of Cyberpunk2077, huh?

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  5. You can really appreciate the difference in spaces that have a roof but aren't enclosed spaces, like under an overpass or highway. The other modes are unnaturally washed out and lit but Overdrive makes the spots meant to be dark actually dark. It's a world of difference. I don't know if it's worth such a hit to your performance but there's no denying that it looks WAY better.

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  6. I talked with my cousin about path tracing before Nvidia started testing Cyberpunk and whatnot with it while playing Spider-Man Remastered on the PS5, and I talked to him about how in real life, reflections can reflect other reflections, and I wonder, maybe not initially, but at some point path tracing will develop some way to create layered reflections

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  7. It certainly looks different and nice, but it doesn't look better in any way imo, i dont really understand the ray tracing hype, maybe im just a scrub without a refined lighting palate lol

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  8. Por más hermoso y realista que se vea un juego, al final siempre que lo acabamos lo eliminamos, adiós al desarrollo arduo de esos pequeños detalles.
    Post data… Me lo dijo la estrellita azul de Mario :v

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  9. Best comparison out on youtube right now. Not enough people who actually review and test this tech focus on the right things.

    Psycho RT is an approximation, and a really good one at that. Path tracing is an even better model that captures everything that can be captured by Psycho RT but does it without as many tricks, only by following the rules that govern natural light. Most scenes will look great in both but Override will be as good or way better in specific scenes.

    Unfortunately, global illumination and indirect lighting are still a problem which is why the Path tracing model has to accumulate light in closed environments with little light influence, which is why we see lighting problems at 9:15. Psycho RT doesn't even do the same type of indirect lighting in those cases and therefore "looks better" in comparison but this is only because we are in the early stages of implementation.

    Its okay to criticize new technologies and have a preference but everytime this happens one sides seems to think that the new tech somehow is just worse by nature and shouldn't be used, when really the problem relies in having to wait for improvements of the tech. The tech itself is absolutely the right step and gives a visual upgrade today already but might not be preferred right now due to low performance and other artifacts.

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  10. Didn't know the word for it was "noise" but the glittering effect that shows up in Path Tracing on fences, metal surfaces, and even some clothing, is a deal breaker to me — very distracting. In the scene at 5:00 where the Path Tracing makes the plants look great, it ruins the overall scene by the glittering windows in the upper left.

    And there's an unwanted side effect as a result of the improved illumination — errors in the game world become even more distracting and noticeable because everything else is more realistic looking. Models that clip walls or pixellated decal textures (even at highest LOD), break the sense of immersion quickly and noticeably. If they had made Cyberpunk 2077 in the cell-shaded style of the Borderlands games, I think we wouldn't notice those errors as much.

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  11. I was using it and I didn't notice a difference I thought the image was the same or it lost detail but in fact it was some things that got darker because of the better shadow and it gave more texture to the objects but before this video I didn't notice any difference because my eyes got used to RT Overdrive and I thought it was just like RT Psycho.

    But honestly I think a lot of people shouldn't notice a difference if they don't watch videos like this. I played in 4K ULTRA RT Psycho on my RTX 3080 and I tested RT Overdrive with DLSS set to automatic.

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  12. I tried it and I simply restarted the game It just feel like the first next gen game (even tho a plague tale requiem and HFZ was beautifull, C2077 overdrive is just on an other level)
    But the things that make me sad is all the noise that this overdrive mod created. You point that on the fence or on some dark area. but it happen also on A LOT of NPC. I don't know if you noticed that too ?

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  13. There's some areas that look insanely good with Path Tracing, but I don't think I'm going to play with it on as in most areas I can't tell without a side by side, which is strange because on paper it should make a massive difference and be easily noticeable

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  14. When I see this channel posting a comparison vid, I click. No intrusive overlays. No baitclick. No annoying commentary. Soothing music. On the spot comparisons. Straight to the point. This channel is the Carwow of game graphics.

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  15. Es ridículo ver cómo sin RT no hay reflejos de nada.. cuando siempre los han habido y bien hechos sin necesidad de RT. Incluso en half Life 2 los reflejos en el agua eran espectaculares. Ahora intentan que cambiemos todo el hardware solo por eso, es ridículo.

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