Cyberpunk RT Overdrive Benchmarks, Image Quality, Path Tracing, & DLSS



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Cyberpunk 2077 on max graphics settings now includes RT Overdrive — or Path Tracing — and is at a point where it nearly requires an RTX 4090 and DLSS. We’re benchmarking the new Ray Tracing Overdrive (Path Tracing) feature in Cyberpunk 2077, including some comparisons of ray tracing (RT Ultra, RT Psycho) vs. Path Tracing (Overdrive). We also briefly go over how DLSS works, frame generation, and offer a blind test for a fun check against your expectations. Frametimes are additionally included for an objective look at frame pacing.

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00:00 – RT Overdrive in Cyberpunk 2077
02:11 – Where Cyberpunk Sees Path Tracing
04:55 – Talking with NVIDIA Engineers
06:54 – Path Tracing Benchmarks (1080p, 1440p, 4K)
08:29 – Frametimes (Path Traced vs. RT vs. Neither)
09:52 – Ray Tracing vs. Path Tracing Benchmarks, DLSS Off
11:13 – How DLSS3 & Frame Generation Work
16:54 – DLSS Benchmarks w/ Path Tracing vs. Ray Tracing
18:04 – Blind Test for Image Quality (Path vs. Ray Tracing)
19:17 – Club Image Quality Comparison
20:55 – City Image Quality Comparison
21:35 – Desert Image Quality Comparison
22:30 – Parade Image Quality Comparison
23:19 – DLSS Image Quality Brief Comparison
24:33 – Conclusions: Performance & Quality

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Host, Writing, Testing: Steve Burke
Testing, Writing: Patrick Lathan
Testing, Writing: Jeremy Clayton
Video: Vitalii Makhnovets

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22 thoughts on “Cyberpunk RT Overdrive Benchmarks, Image Quality, Path Tracing, & DLSS”

  1. Thanks for watching, everyone! Full GPU suite to come still. The team turned this around in only 1.5 full days and it was impressive the amount of benchmarking and capture we could do in that time — as usual, I'm proud of the team and what each person contributed. We just got access and had to carefully choose our focus with that limited time (and our embargo only just lifted on this content), so there's still a LOT we want to do with RT Overdrive benchmarking as it continues to update. We might give this a deeper benchmark numbers look in the future, but for now, you've got a good starting place. Thanks again! BTW, we just posted 2 new Patreon behind-the-scenes videos last week if you'd like to support our type of work: https://www.patreon.com/gamersnexus

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  2. Honestl I love that they are still trying to push the game beyond what’s possible today – considering that red engine is pretty much abandoned at this point that makes this even better

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  3. It's unaffordable for 99% of us; but it IS absolutely awesome. Really loving the tech that Nvidia has been developing, even if they're robbing us in pricing.
    I should add; Path tracing on NPC's makes them very, very convincing in comparison to standard raster/RTX. Probably the biggest impact I've seen.

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  4. I had to watch the 3 images a cuple of times before guess. But to mi the 1st is No RT, because its the most good looking one, Just like the developer wants the scene look with a lot of contrast. And is like the bigger light source (balls in the roof) dont exist for the rest of the space. The 3rd is RT ON because there are much more prescence of the withe light of the ballas but they produce a hard light with higt contrast (se de AC machine at top of the image). And 2nd is PT where all the lights shadows and reflextions are very soft. Because of the so big white light source on the roof and the fact that the floor is not a mirror. Its look ugly because the scene wasent created to be render with this level of acuraccy

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  5. 19:00 I guessed them all correctly, it's easier if you know what to look for. The non-raytraced image had zero light bounce, there's a huge light across the entire ceiling and all the walls are somehow black? Yeah that's rasterized. Also the warping of the chair reflections shows they're screenspace. Regular raytraced immediately looks better in every way, like high end modern game graphics. But path traced gets that additional diffuse light quality correct, the scene is very bright and all the shadows are very soft as they would be with that ceiling, but then in places where the light has contrast (like the lit bar) you can see the contrasty lighting on the patron's face. Everything just looks… correct. No artifacts, no weird lighting bugs.

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  6. Nvidia DLSS: How can we increase performance of our graphics products, but also make it appear as if we are enhancing the graphics rendering?

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  7. Meh. I'd rather focus on improving AI. Obviously, Nvidia is in the business of graphics. However, CD Projekt Red – as opposed to trying to implement the latest Nvidia gimmick – should be focussing on improving the actual game.

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