Read more about Cyberpunk 2077➜ https://cyberpunk2077.mgn.tv
PS5:
Performance Mode: Dynamic 2160p at 60fps (common 1440p)
Ray-Tracing Mode: Dynamic 2160p at 30fps (common 1440p)
56,10Gb
SeriesS:
Dynamic 1440p at 30fps (common 1440p)
63,1Gb
SeriesX:
Performance Mode: Dynamic 2160p at 60fps (common 1440p)
Ray-Tracing Mode: Dynamic 2160p at 30fps (common 1440p)
63,1Gb
– Buy games with great discounts at Instant-Gaming: https://www.instant-gaming.com/?igr=analistadebits
– For the PC version, an RTX 3080 and 3050 have been used.
– According to the official note from CD Projekt, Cyberpunk runs at dynamic 4K on Series X and PS5. However, in all tested areas its resolution is 1440p.
– Xbox Series X featured a 1800p resolution mode. This mode is no longer available.
– Load times have been significantly reduced after this patch on all platforms.
– The most notable improvement is in the general shading and lighting.
– Ray-tracing mode adds contact shadows and enhances others. Xbox Series S does not have Ray-Tracing.
– Ray-tracing for reflections, shadows and global illumination remains exclusive to PC.
– SSR reflections increase their resolution on consoles in RT mode.
– CD Projekt has added DLSS version 2.3 to PC. Ghosting has been almost completely eliminated.
– The pop-in has improved considerably, but it is still present in certain elements (especially when we use a vehicle).
– There is a texturing improvement on certain elements.
– In general, a more solid game feels on all platforms.
– There is an increase in draw distance and anisotropic filtering on consoles.
– The framerate in both modes is practically perfect during gameplay (with occasional drops in some cinematics or loads). On PC, it will always depend on the equipment and the configuration.
– In general, the improvements applied with patch 1.5 on consoles are appreciable, but I think more could have been used. The PC version is still quite a cut above these Nextgen versions.
source
PS5:
Performance Mode: Dynamic 2160p at 60fps (common 1440p)
Ray-Tracing Mode: Dynamic 2160p at 30fps (common 1440p)
56,10Gb
SeriesS:
Dynamic 1440p at 30fps (common 1440p)
63,1Gb
SeriesX:
Performance Mode: Dynamic 2160p at 60fps (common 1440p)
Ray-Tracing Mode: Dynamic 2160p at 30fps (common 1440p)
63,1Gb
– Buy games with great discounts at Instant-Gaming: https://www.instant-gaming.com/?igr=analistadebits
– For the PC version, an RTX 3080 and 3050 have been used.
– According to the official note from CD Projekt, Cyberpunk runs at dynamic 4K on Series X and PS5. However, in all tested areas its resolution is 1440p.
– Xbox Series X featured a 1800p resolution mode. This mode is no longer available.
– Load times have been significantly reduced after this patch on all platforms.
– The most notable improvement is in the general shading and lighting.
– Ray-tracing mode adds contact shadows and enhances others. Xbox Series S does not have Ray-Tracing.
– Ray-tracing for reflections, shadows and global illumination remains exclusive to PC.
– SSR reflections increase their resolution on consoles in RT mode.
– CD Projekt has added DLSS version 2.3 to PC. Ghosting has been almost completely eliminated.
– The pop-in has improved considerably, but it is still present in certain elements (especially when we use a vehicle).
– There is a texturing improvement on certain elements.
– In general, a more solid game feels on all platforms.
– There is an increase in draw distance and anisotropic filtering on consoles.
– The framerate in both modes is practically perfect during gameplay (with occasional drops in some cinematics or loads). On PC, it will always depend on the equipment and the configuration.
– In general, the improvements applied with patch 1.5 on consoles are appreciable, but I think more could have been used. The PC version is still quite a cut above these Nextgen versions.
– Compra juegos con grandes descuentos en Instant-Gaming: https://www.instant-gaming.com/?igr=analistadebits
– Para la versión de PC, se ha utilizado una RTX 3080 y 3050.
– Según la nota oficial de CD Projekt, Cyberpunk se ejecuta a 4K dinámicos en Series X y PS5. Sin embargo, en todas las zonas comprobadas su resolución es de 1440p.
– Xbox Series X presentaba un modo resolución a 1800p. Este modo ya no está disponible.
– Los tiempos de carga se han reducido considerablemente tras este parche en todas las plataformas.
– La mejora más destacable está en el sombreado y la iluminación general.
– El modo ray-tracing añade sombras de contacto y mejora otras. Xbox Series S no dispone de Ray-Tracing.
– El Ray-tracing por reflejos, sombras e iluminación global sigue siendo exclusivo de PC.
– Los reflejos SSR aumentan su resolución en consolas en modo RT.
– CD Projekt ha añadido a PC la versión de DLSS 2.3. El ghosting ha sido eliminado casi por completo.
– El pop-in ha mejorado considerablemente, pero sigue presente en ciertos elementos (sobre todo cuando usamos un vehículo).
– Hay una mejora de texturizado en ciertos elementos.
– En general se siente un juego más sólido en todas las plataformas.
– Hay un aumento de la distancia de dibujado y el filtrado anisotrópico en consolas.
– El framerate en ambos modos es prácticamente perfecto durante el gameplay (con alguna caída puntual en algunas cinemáticas o cargas). En PC, siempre dependerá del equipo y la configuración.
– En general, las mejoras aplicadas con el parche 1.5 en consolas son apreciables, pero creo que se podría haber sacado más provecho. La versión de PC sigue estando bastante por encima de estas versiones Nextgen.
i don't feel or see there has been an adaption from the ps5 to xsx version, to utilize the greater power of the console, no plus in framerate or resolution has been noticible. Maybe we will get it later some day, 2023 as cyberpunk goty 2.0 edition
Good job, thanks.
what is the density of vehicles and people compared to the pc version?.. in next gen 1.5 update for console 🙂 … dead city on console or?
Sugo viendo una ciudad vacia
Ogni Volta series x VA giú di frame ogni volta
2:20 man standing like a Lego
From the analysis notes
"On PC, it will always depend on the equipment and the configuration."
– but right after that it says:
"The PC version is still quite a cut above these Nextgen versions."
(I would add: "…when the game is played on a powerful/expensive PC configuration" because there is no generic "PC version" and anything under a $1000 gaming PC will not beat the Series X/PS5 versions).
I know, I know… that is stating the obvious. 😌
I get slightly irritated sometimes when people say "it's better on PC" as if everyone has a top-tier maximum PC. If you look at the Steam Hardware Survey, a huge majority of PC players still use low/mid-grade 4 or 6 core CPU, Rx 580/Gtx 1660 GPU, HDDs or slow SSD, and play their games at 1080p only).
*TL;DR: it does, in fact, look absolutely tremendous when played on powerful RTX 3080/3090 PC with full ray-tracing.
I don't know why but PS5 is better😭. Xbox 12 TFLOPs why!!!🥺🥺
dunno, the next gen console version on ps5 and xbox series X looks better to my eyes than the pc port from an aesthetics point of view. looks warmer and richer. pc version looks more digital and washed out
Ray tracing just showed how useless it is and only serves to consume hardware and reduce game performance.
Is it me, or Ray-Tracing PS5 makes it worse looking?
Al parecer se comenta que el Framerate ha empeorado en PC con este parche, ¿Es cierto?
Put aside the TFLOPs discussion for a moment and consider the ease of development.
The programmers I speak to always have good things to say about the PS5 devkit environment. It's a very efficient console to develop on, the chipset customizations are easy to exploit, and many API tricks and efficiencies that developers learned on PS4 translate very well to PS5.
Series X/S has the advantage of a very familiar DX12U development environment and very reliable PC/Windows kernel shared libraries and APIs, but it's a more bloated, less efficient workflow compared to the PS5's tools and custom libraries.
So, on paper it's clear that the Series X is a bit more powerful hardware versus the PS5 spec, but that gap is reduced thanks to a favorable devkit environment and some easy-to-access custom hardware features.
On the other hand, many years into this console generation on extremely mature dev tools, the Series X should be more future-proof than PS5. They are fundamentally both using very similar AMD tech, though, and this will always keep them close to each other.
Ew not even native 4K, it still looks like ass on ps5. This needs atleast one more year, the pop in on next gen is hilarious.
PC is still king, but the next gen update is amazing and shows how talented CDPR still is, they haven't losed their touch. And of course, you need a very good machine to play CP77 in all it's glory, but my RX 5700+i5 10400F which cost me 1000$ can do the job using high preset in 90% 1440p, runs in 70fps average.
Xbox series S sucks 30fps
series s empty streets
Played for less than 20 minutes and already saw 2 bugs and terrible AI, no thanks, this is not how you make videogames.
under same mode, both consles have no diffrences, or I'm blind again lol.
but PC really look great, if you have nearly $2000 setup of course.
My advice: buy both next generation consoles (not xss) when there are in stock if you don't have them yet, buy m1 MacBook air as your laptop, forget about destop or wait until you can but 3080 if you have extra money when it restock.
its perfect on PC
Hola, tienes pensado traer una comparativa de Assassin's The Ezio Collection con sus versiones originales? Y aprovechando podrías comparar también con la versión de Nintendo Switch