Cyberpunk 2077 Ray Tracing OVERDRIVE | RTX 4060 Ti | R7 5800X3D | 1440p – 1080p | Max Settings



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00:00 1440p – DLSS Ultra Performance – Frame Generation (DLSS 3)
01:05 1440p – DLSS Performance – Frame Generation (DLSS 3)
02:06 1440p – DLSS Balanced – Frame Generation (DLSS 3)
02:37 1440p – DLSS Quality – Frame Generation (DLSS 3)
02:39 1440p – DLSS Quality
03:36 1440p – DLSS Performance
04:04 1440p – Native
04:29 1080p – Native
05:27 1080p – DLSS Quality
06:27 1080p – Native – Frame Generation (DLSS 3)
07:29 1080p – DLSS Quality – Frame Generation (DLSS 3)
08:27 1080p – DLSS Balanced – Frame Generation (DLSS 3)

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Cyberpunk 2077 is a 2020 action role-playing game developed and published by CD Projekt. The story takes place in 2077 at Night City, an open world set in the Cyberpunk universe. Players assume the first-person perspective of a customisable mercenary known as V, who can acquire skills in hacking and machinery with options for melee and ranged combat.

Cyberpunk 2077 was developed using the REDengine 4 by a team of around 500, exceeding the number that worked on the studio’s previous game The Witcher 3: Wild Hunt (2015). CD Projekt launched a new division in WrocΕ‚aw, Poland, and partnered with Digital Scapes, Nvidia, QLOC, and Jali Research to aid the production. Cyberpunk creator Mike Pondsmith was a consultant, and actor Keanu Reeves has a starring role. The original score was led by Marcin PrzybyΕ‚owicz, featuring the contributions of several licensed artists.

It has been released for Windows, PlayStation 4, Stadia, and Xbox One on 10 December 2020, and will be released for PlayStation 5 and Xbox Series X/S in 2021. The game received acclaim for its world design, characters, role-playing experience, and innovation, but criticism for poor technical performance.

Source: https://en.wikipedia.org/wiki/Cyberpunk_2077

#Cyberpunk2077 #RTX4060Ti #RTOverdrive

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14 thoughts on “Cyberpunk 2077 Ray Tracing OVERDRIVE | RTX 4060 Ti | R7 5800X3D | 1440p – 1080p | Max Settings”

  1. Please give this video a thumbs up & leave a comment for the youtube algorithm :), it really helps me, all these videos that I make are extremely time consuming.
    00:00 1440p – DLSS Ultra Performance – Frame Generation (DLSS 3)

    01:05 1440p – DLSS Performance – Frame Generation (DLSS 3)

    02:06 1440p – DLSS Balanced – Frame Generation (DLSS 3)

    02:37 1440p – DLSS Quality – Frame Generation (DLSS 3)

    02:39 1440p – DLSS Quality

    03:36 1440p – DLSS Performance

    04:04 1440p – Native

    04:29 1080p – Native

    05:27 1080p – DLSS Quality

    06:27 1080p – Native – Frame Generation (DLSS 3)

    07:29 1080p – DLSS Quality – Frame Generation (DLSS 3)

    08:27 1080p – DLSS Balanced – Frame Generation (DLSS 3)

    Reply
  2. Please give this video a thumbs up & leave a comment for the youtube algorithm :), it really helps me, all these videos that I make are extremely time consuming.
    00:00 1440p – DLSS Ultra Performance – Frame Generation (DLSS 3)
    01:05 1440p – DLSS Performance – Frame Generation (DLSS 3)
    02:06 1440p – DLSS Balanced – Frame Generation (DLSS 3)
    02:37 1440p – DLSS Quality – Frame Generation (DLSS 3)
    02:39 1440p – DLSS Quality
    03:36 1440p – DLSS Performance
    04:04 1440p – Native
    04:29 1080p – Native
    05:27 1080p – DLSS Quality
    06:27 1080p – Native – Frame Generation (DLSS 3)
    07:29 1080p – DLSS Quality – Frame Generation (DLSS 3)
    08:27 1080p – DLSS Balanced – Frame Generation (DLSS 3)

    Reply
  3. So funny to see the "next-gen" card can't even play on 1440p without dlss and framefakeshit.
    More than 200$ this card don't deserved it guys… Don't trust illusion sale of ngreedia you will regret it later.

    Reply
  4. People are completely wrong about ray tracing being vram intensive, it’s not even remotely, especially when we aren’t even vram limited at 1080p native pathtracing in this game, the part that are actually vram intensive are purely textures and polygons. Even Minecraft Pathtracing at 4k native in a naturally generated world isn’t using even more than 8GB of vram, and when pathtracing is off, it only uses about 100MB more vram than when pathtracing is off, so it’s not even really using more vram at all. Ray tracing isn’t the one that’s taking up your vram, it’s almost completely just textures, polygons, and the final rendered frames. In games with much lower poly count and less complex textures, such as Portal RTX, Minecraft RTX, and Quake 2 RTX, even with 8GB of vram, it will be perfectly fine.

    Reply

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