Cyberpunk 2077 RTX Overdrive Mode vs OFF Graphics Comparison | New Path Tracing Overdrive Mode



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The Cyberpunk 2077 New path tracing RTX Overdrive Mode New Patch is Coming Soon. In this Video Compare the Cyberpunk 2077 RTX Overdrive Mode vs OFF. Share your thoughts, leave a comment also Subscribe. #Cyberpunk2077OverdriveMode #Cyberpunklatestpatch #graphicscomparison

The technology preview of Cyberpunk 2077’s Ray Tracing: Overdrive Mode arrives April 11th, bringing full ray tracing, also known as path tracing, to the game. Experience Night City in a whole new light, with the power of GeForce RTX 40 Series and NVIDIA DLSS 3.
The technology preview for Cyberpunk 2077’s Ray Tracing: Overdrive Mode is a sneak peek into the future of full ray tracing, and we are working with CD PROJEKT RED on further full ray tracing enhancements and performance optimizations.
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18 thoughts on “Cyberpunk 2077 RTX Overdrive Mode vs OFF Graphics Comparison | New Path Tracing Overdrive Mode”

  1. The fact is RTX Overdrive or Path Tracing over brightens the images and makes objects look blurry and less focused due to noise.

    Just look at the blue door at 0:10, the door loses clarity – noise – looking blurry with RTX overdrive mode. With RTX OFF, the door with pipe running through it looks sharp.

    Now look at the garbage at 0:30, it looks more sharp and focused with RTX off but blurry with RTX Path tracing.

    Again, look at the frame of windows and door at 0:48. With RTX On, the frame looks less sharp and blurry.

    At 1:50, the metal frame on the front looks blurry and less focused with RTX path tracing.

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  2. We still focusing on graphic that only very few will reach, instead they should had added the police system and the bunch of things that modding community fixed.

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  3. Is it known how many samples are cast per pixel? Because in order to achieve a nearly noice free level you need like 1000 samples per pixel, maybe even more. I doubt that a 4090 can go from Raytracing (which is a heavily cut down version of legitimate 100% all encompassing light calculations) to Pathtracing while "only" dropping down to 16Fps. I mean 16Fps itself is already unplayable but if a 4090 were to render Pathtracing with thousands of samples per pixel it would render maybe an image per hour? Or per day?

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  4. Can't wait until this level of detail and lighting effects is achievable on VR headsets at proper frame rates. I would spend hours walking around Night City taking in the scenery.

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