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Cyberpunk 2077 Overdrive (Pathtracing)

01011001

Banned
wow, properly shaded pipes

anyway, a $1600 GPU runs this like a N64 game, enough said. Maybe in five years this stuff will be acceptable.

the 5000 series cards will most likely run this just fine.
also this is good Crysis ran on may settings back when it was new on the best hardware at the time.
 

GymWolf

Member
I think the last trailer mostly show how the assets start to look a bit old and dated.
So much this. The jaggy animations and low-fidelity of the unnamed and super repetitive NPCs break the immersion so much more than the lighting system ever did. They look like they came out of Half Life 2.
Din din din din.
 

diffusionx

Gold Member
the 5000 series cards will most likely run this just fine.
also this is good Crysis ran on may settings back when it was new on the best hardware at the time.
then we can revisit until the 5000 series comes out, until then yes it is a gimmick.

It's subjective, but Crysis looked multiple generations ahead of everything else when it came out, it was so far beyond anything else. The properly shaded pipes here, really, do not look that much ahead of anything else. It's not the same situation at all outside of running like dogshit.
 
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01011001

Banned
then we can revisit until the 5000 series comes out, until then yes it is a gimmick.

It's subjective, but Crysis looked multiple generations ahead of everything else when it came out, it was so far beyond anything else. The properly shaded pipes here, really, do not look that much ahead of anything else. It's not the same situation at all outside of running like dogshit.

it really has to be said over and over again.
what you see in those images is literally the best it can get currently... diminishing returns is something people seem to not want to be true, but it's absolutely the case that the highest of the highest fidelity we can currently do is what you see here, especially for dense open world cities.

a Crysis moment will never happen again. it's all about small advances towards that prerendered look from here on out.
slightly less pop-in here, better shadows there, RT reflections where possible etc.
if you take away raytracing we are basically still on almost the same API feature set as the PS4 was back when it came out.

the biggest graphical upgrade we will most likely see this gen is Nanite, and Nanite like features other engines will implement... and all that really gets your is sightly less obvious pop-in
 

Turk1993

GAFs #1 source for car graphic comparisons
This game was already graphically ahead compared to any other game, even before the Overdrive update. This update takes it to the next level, sure its not always gonna look much much better but the places the RT was lacking before will look far better now. Its a openworld game with dynamic tod and weather with thousands of dynamic lights. And finding some low textures or low assets in a big open world game and acting like all the assets or textures all low quality is just lame. Even heavy static corridor games like TLOU, R&C, A Plague Tale Requiem,... have low quality assets and textures here and there. Its insane we have pathtracing on a AAA openworld game in 2023 running real time. And people are bitching that they need 3 of the stongest GPU's to run it lol.








it really has to be said over and over again.
what you see in those images is literally the best it can get currently... diminishing returns is something people seem to not want to be true, but it's absolutely the case that the highest of the highest fidelity we can currently do is what you see here, especially for dense open world cities.

a Crysis moment will never happen again. it's all about small advances towards that prerendered look from here on out.
slightly less pop-in here, better shadows there, RT reflections where possible etc.
if you take away raytracing we are basically still on almost the same API feature set as the PS4 was back when it came out.

the biggest graphical upgrade we will most likely see this gen is Nanite, and Nanite like features other engines will implement... and all that really gets your is sightly less obvious pop-in
But even compared to the maxed out current RT version it still looks much much better and that was already the best looking game with one of the best RT implementation.
ANilm7t.jpg

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Do we still say these things?

They 100% advertised the game as a more sandbox experience. But even not talking about that, the open world was still an absolutely pointless experience.

The Witcher 3 was fairly boring as well but the open world there still had exploration , as little interesting as it was. Cp2077 has literally 0 reason to explore that open world and again has 0 interactivity.

If you enjoy that then good for you, but for me I may as well look at your screenshots for it gives the same experience as actually playing the game.

And it didn't do anything better than any genre. Even the Witcher 3 at least did story and side quests well. Cp feels like it's written by an adolescent child who thinks saying fuck is cool.

I'll never forgive CDPR for all that "sandbox, interactivity" shit they used in the marketing for CP2077. It was just pure unadulterated lies.

I'm a little annoyed that their focus seems to be their business arrangement with Nvidia before anything else. How about you make good on some of those promises first before "ray tracing. Ray tracing. Nvidia. Ray tracing". Fix your open world- add more systems, better interaction with npcs, etc
 

KyoZz

Tag, you're it.
I'll never forgive CDPR for all that "sandbox, interactivity" shit they used in the marketing for CP2077. It was just pure unadulterated lies.

I'm a little annoyed that their focus seems to be their business arrangement with Nvidia before anything else. How about you make good on some of those promises first before "ray tracing. Ray tracing. Nvidia. Ray tracing". Fix your open world- add more systems, better interaction with npcs, etc
As much as I want to try this overdrive update, I fully agree. The cops system alone is still a mess and pointless.
 

Buggy Loop

Member
I'll never forgive CDPR for all that "sandbox, interactivity" shit they used in the marketing for CP2077. It was just pure unadulterated lies.

I'm a little annoyed that their focus seems to be their business arrangement with Nvidia before anything else. How about you make good on some of those promises first before "ray tracing. Ray tracing. Nvidia. Ray tracing". Fix your open world- add more systems, better interaction with npcs, etc

Artists and engine engineers aren’t on the game design team so really, these graphics updates aren’t a bottleneck to improve on the game mechanics, if there’s any improvements in the pipeline.
 

01011001

Banned
Do we finally get V's reflections on reflecting surfaces with this update?

aren't the animations completely fucked when looked at from a 3rd person perspective?

I don't think they'll have a reflection of V unless they also completely readjusted all the reflections. because there was no hardware/performance limitation, the reflection of V was simply omitted due to the goofy animations
 
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Path tracing looks amazing, it finally makes things look more realistic, many objects look like they're floating in most games due to limited lighting.
 

nemiroff

Gold Member
I'm a big fan of PT and I like CP, but what's up with the short lighting distance draw in this example scene. Is this intentional, a glitch, or annother type oversight. I get that there has to be some draw in of course, but this blatant..?


D3xs7Am.png



OLkLbYc.png
 

RoboFu

One of the green rats
OVERDRIVE seems to make everything muddy looking, Even more so the people. pretty neat for lighitng though.
 

Zathalus

Member
Sebastian Aaltonen, former Principal Engineer of Unity and Ubisoft Engine Programmer, laying out some truths.



I don't need someone on twitter to tell me what I think is wrong when I can clearly see how impressive it is myself. None of the comparison videos and screenshots are made up either.

Honestly it feels like the only people that keep crying how it doesn't look great are salty AMD and console fanboys.
 

nemiroff

Gold Member
Why is the guy in the second pic turned black?

If you take a second look you'll see that all four characters in those pics more or less had their skin color "changed" to a more accurate representation (assumed) due to the path tracing.
 
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Skifi28

Member
So after trying it for myself, what a load of bullshit all the hype has been. It looks great on screenshots or when you're standing still, but during actual gameplay the visual noise, artifacts and gliches are really, really bad. Moving the camera fast will leave black vertical lines or weird bright colored dots while the scene slowly fills in, character clothes are often messed up, there's weird disocclusion issues when characters stand behind objects while thin fences look like solid objects that also emit light. It's also very common to see pink/blue artifacts appear just about anywhere, shadows appearing and disappearing right in your face or entire trees out in the desert coming in and out of existence next to you while you drive.

No argument that the technology is impressive, but it's not quite there yet or perhaps we still need orders of magnitude better hardware to make it work as intended. Of course outlets like digital foundry will hype stuff like this like the second coming of christ wthout mentioning any of the numerous issues present. After seeing all the praise from the media, screenshots and people here swearing how it's the best looking game ever, I was very disappinted.

Sometimes I feel like we are impressed because we are told to be impressed and it says "max" next to the setting in the options.
 
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Flabagast

Member
Sebastian Aaltonen, former Principal Engineer of Unity and Ubisoft Engine Programmer, laying out some truths.



I mean this guy is clearly a loser, working at Ubi and Unity, lol ok of course he’s going to be ultra jalous of the top dogs.

I know guys in my field that claim that some people doing the exact same job at three times their salary are frauds. Lol sure man, but they are paid thrice your salary, so what are you doing there instead of having more ?
 
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sertopico

Member
"Former Unity indie developer" and worked on Ubisoft Trials lol
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I love this Overdrive mode, but the guy got a point.

The ray and bounce count isn't just there in order to get a stable image all around. Plus, if you put DLSS on top of that, the noise amount and artifacts get unbearable sometimes. The overall IQ takes a great hit in terms of clarity. It's a huge achievement nonetheless.

And, on a 4090/1440p I cannot play keeping FG on only, cause there are some places where you're gonna do less than 60 fps, which are actually 30, and this is going to introduce a lot of lag. It's a technical preview and things are going to improve, but in the end what will really improve things is a GPU which is 2-3 times faster than a current 4090.

The times are not ripe yet for such a tech.
 
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FireFly

Member
"Former Unity indie developer" and worked on Ubisoft Trials lol
He wrote the renderer for Trials 3D and it was the first 360 game with tiled deferred rendering, and the second game after Rage to use virtual texturing. He's well respected within the indie development community, but as usual on GAF when you disagree with someone the simplest thing to do is try to discredit them.
 

Braag

Member
Watch dogs legion looks twice as good.
They should have called it Watch Dogs: Underwhelming.
Cause it was underwhelming from every aspect, be it visuals, story or gameplay. Everything about that game tried its best to put me to sleep.
 

Turk1993

GAFs #1 source for car graphic comparisons
He wrote the renderer for Trials 3D and it was the first 360 game with tiled deferred rendering, and the second game after Rage to use virtual texturing. He's well respected within the indie development community, but as usual on GAF when you disagree with someone the simplest thing to do is try to discredit them.
Just because a Honda engineer developed the Vtech engine in 1989 doesnt give him the right to downplay the engine in the Bugatti Chirons 8l 16w quad turbo 1600hp engine. He says "doing it in real time doesn't really make things look any better most of the time" which is bullshit. I showed multiple comparisons that there are big differences. Also in a openworld game with dynamic tod there are soo many different lighting situations that impossible to do correctly without any sort of rt or pt lighting.
 

FireFly

Member
Just because a Honda engineer developed the Vtech engine in 1989 doesnt give him the right to downplay the engine in the Bugatti Chirons 8l 16w quad turbo 1600hp engine. He says "doing it in real time doesn't really make things look any better most of the time" which is bullshit. I showed multiple comparisons that there are big differences. Also in a openworld game with dynamic tod there are soo many different lighting situations that impossible to do correctly without any sort of rt or pt lighting.
Is he speaking as an engineer though, or as a gamer? What he said was technically wrong, due to his use of the word "any". But plenty of people in this thread seem disappointed with the visual boost given by path tracing for the performance cost.
 

Hugare

Member
"doing it in real time doesn't really make things look any better most of the time"

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When compared to RT on Psycho, he ain't wrong.

I went back to Psycho on my PC 'cause most of the cutscenes and places werent designed considering path tracing

Some cutscenes were totally ruined because it had so many shadows, that I
couldnt even see the face of the character properly.

Not only that, but it has tons of bugs and visual noise in lower resolutions that arent present in Psycho.

Between RT Off and Overdrive, I would pick Overdrive easily. But between Psycho and Overdrive, I'm choosing Psycho (for now).
 

Buggy Loop

Member
Oh yeah, I’m sure Ubisoft could power brute force their way to make a game like Cyberpunk 2077 scale with pre-baked shadows, bounces and a form of global GI all in rasterization that could be convincing, finding even where the GI breaks down (typical rasterization problems when it’s dynamic) and have a team of 300 artists search for every spots in the game to make it look like path tracing… maybe in 3 or 4 years of extra dev time..

Or he could FERME TA FOUTUE GUEULE DE CONNARD DE MERDE like the French would say and try to even make a relevant game before his studio closes down.

There’s a fucking world apart from Trials and this. But be my guest to give a shit about his opinion.
 
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Turk1993

GAFs #1 source for car graphic comparisons
Is he speaking as an engineer though, or as a gamer? What he said was technically wrong, due to his use of the word "any". But plenty of people in this thread seem disappointed with the visual boost given by path tracing for the performance cost.
Its one of the most advanced rendering technique out there, like what did you expect a minimal performance penalty? There are tons of comparisons that show massive differences but you guys are always ignoring it.

When compared to RT on Psycho, he ain't wrong.

I went back to Psycho on my PC 'cause most of the cutscenes and places werent designed considering path tracing

Some cutscenes were totally ruined because it had so many shadows, that I
couldnt even see the face of the character properly.

Not only that, but it has tons of bugs and visual noise in lower resolutions that arent present in Psycho.

Between RT Off and Overdrive, I would pick Overdrive easily. But between Psycho and Overdrive, I'm choosing Psycho (for now).
But there are still big differences bewteen even Physco and Overdrive. I have finished the game with Physco RT and now im playing it mostly with Overdrive mode and i can see the difference. Sure the performance is literally cut in half almost but thats expected with tech this advanced. And most of the time Overdrive is brighter because more lights are actually lighting up the scene and they all have bounce lighting and accurate shadows.
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Hugare

Member
Its one of the most advanced rendering technique out there, like what did you expect a minimal performance penalty? There are tons of comparisons that show massive differences but you guys are always ignoring it.


But there are still big differences bewteen even Physco and Overdrive. I have finished the game with Physco RT and now im playing it mostly with Overdrive mode and i can see the difference. Sure the performance is literally cut in half almost but thats expected with tech this advanced. And most of the time Overdrive is brighter because more lights are actually lighting up the scene and they all have bounce lighting and accurate shadows.
cyberpunk-2077-path-tracing-psycho-vs-overdrive.jpg

D1XwaaW.jpg

VS3.jpg
The bolded part is not true at all

Go under a bridge and take comparison screenshots.

It looks realisticaly dark, but realistic doesnt translate to better automaticaly.

There are some huge differences sometimes, for the better, but not always. Some missions are too dark now, and the game doesnt have a built in flashlight button.

And again, there are many visual bugs and artifacts especially on low resolutions. Fences in particular looks terrible, and skin detail is absolutely destroyed in some npcs.
 

Gaiff

SBI’s Resident Gaslighter
And again, there are many visual bugs and artifacts especially on low resolutions. Fences in particular looks terrible, and skin detail is absolutely destroyed in some npcs.
That's DLSS/FSR/XeSS problem though, not ray tracing.
He wrote the renderer for Trials 3D and it was the first 360 game with tiled deferred rendering, and the second game after Rage to use virtual texturing. He's well respected within the indie development community, but as usual on GAF when you disagree with someone the simplest thing to do is try to discredit them.
Doesn't give him the right to say stupid shit. I personally don't use this mode because it's simply too demanding even on a 4090, but those shitting on a free, experimental mode and going apeshit over some issues need to take a hike. It's a preview and will be full of imperfections. I'm appreciative that we're getting this mode for free without any compromises.
 

Hugare

Member
That's DLSS/FSR/XeSS problem though, not ray tracing.
Doesnt happen with RT on Psycho tho

The problem is the low resolution that path tracing has to work with.

In RT Psycho, fences arent being ray traced. So no problem. But with path traced, it becomes a mess. Same with people skins
 

FireFly

Member
Doesn't give him the right to say stupid shit. I personally don't use this mode because it's simply too demanding even on a 4090, but those shitting on a free, experimental mode and going apeshit over some issues need to take a hike. It's a preview and will be full of imperfections. I'm appreciative that we're getting this mode for free without any compromises.
He's not "shitting on it". He's expressing disappointment relative to his expectations.
 

sertopico

Member
Doesn't give him the right to say stupid shit. I personally don't use this mode because it's simply too demanding even on a 4090, but those shitting on a free, experimental mode and going apeshit over some issues need to take a hike. It's a preview and will be full of imperfections. I'm appreciative that we're getting this mode for free without any compromises.
I don't think the guy's shitting on it. He wrote himself it's impressive, although issues are still present. The main point is art vs. accuracy. Overdrive still lacks in many areas those finishing touches that round up the final image and make it look good in any situation. This is particularly visible during some cutscenes and locations where extra light sources need to be added or reworked. It's a preview, so I wouldn't complain much about it, CDP told several times that it wasn't going to be perfect. There are also a couple of technologies that still need to be implemented, namely the opacity micromaps for alpha textures (try getting close to some complex vegetation and your fps will take a HUGE hit) and this neural cache which should reduce artifacting.
 
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