Over drive transforms some scenes completely. The close ups you showed were great because you kept showing us flashbacks of RT off, psycho and OD and it was night and day difference in some shots. Specifically the Global illumination shots. Best video out so far comparing RT off, ON and OD.
You can really appreciate the difference in spaces that have a roof but aren't enclosed spaces, like under an overpass or highway. The other modes are unnaturally washed out and lit but Overdrive makes the spots meant to be dark actually dark. It's a world of difference. I don't know if it's worth such a hit to your performance but there's no denying that it looks WAY better.
I feel like it's phenomenal when comparing still sequences, but as soon as the player starts moving it's not as noticable and not really worth the perf hit... That would make an killer photomode feature for now tho
@@tkzii6207 For me it made a big difference, as it lacked contact intricate shadows, especially for characters. But overall, I don't like the game, I just strolled here and there, somehow feels dead
I would say this is the only noticeable improvement. The other scenes have differences too, but I wonldn't say these are improvement, just like watching at differece time only, may be 1pm vs 6pm
@@nico36637 Maybe he uses ReShade app with a lot of stuff that you change in real time while you play any game. I use it and I can say that you can simply transform any game to another level. I changed de texture definition, bloom and film grain. It is just an example, you can change a lot of things if you have a high-end graphic card.
@@diegomartinez3836 Exactly, DIego. In every E3 since its reveal and all the way to 2020 we were stunned at the ridiculous level of detail and scale to the game. And then just 3 years later this lighting mode makes the release version look far older than it actually is. BTW, prepare your ass for a TON of "Pathtracing Edition" versions of games.
So many dark areas now with Path Tracing, they weren't designed with this technique in mind. Now they could update the game with some new light sources.
@@GGBGameplays Not supposed by who ? By designers ? Well, that's why without PT game doesn't even have shadows ? ) It's totally supposed to look that dark by laws of physics.
I just hit 40 as, as a gamer having his mid-life crysis, decided to invest in my first-ever bleeding edge gaming rig. I can not WAIT to visit Night City with RTOverdrive. The immersion level is so exciting!
This is the best showcase of what Path Tracing actually does that i have found online. Would be fascinating to see a video like this for Nvidia's new Ray Reconstruction feature.
I talked with my cousin about path tracing before Nvidia started testing Cyberpunk and whatnot with it while playing Spider-Man Remastered on the PS5, and I talked to him about how in real life, reflections can reflect other reflections, and I wonder, maybe not initially, but at some point path tracing will develop some way to create layered reflections
@ZalvaTionZ That's actually pretty cool man. I never knew that. I've seen blender animations that have double layered reflections where it's like a dude on a bike and he's reflected onto its mirror and his visor in that reflection is reflecting the bike again, but never knew they did that in game
They probably gimped AO in the standard mode to make RT look better. Same thing happened in Witcher 3 Remastered where they removed the AO altogether making it look much worse the RT mode.
@@Dark-qx8rk they also definitely did bad with screen space reflections just to elevate rt reflection I have not seen a game that has this low quality ssr
When I see this channel posting a comparison vid, I click. No intrusive overlays. No baitclick. No annoying commentary. Soothing music. On the spot comparisons. Straight to the point. This channel is the Carwow of game graphics.
tbh game become much darker. clearly game world designed w/o RT in mind. kinda weird to drop from 100fps to 50fps just to see less... as usual, RT is such a mixed bag, until artdirection in games would be with RT in mind
It looks more realistic, but sometimes it looks worse. Would love to see a version of this where the artists take another lap on the environments to make them look better with ray tracing in mind
El Path tracing, era lo que Nvidia en verdad quería traer a los videojuegos, pero debido a las limitaciones se tubo que implementar el Ray tracing, ahora que el Hardware es lo suficientemente potente por fin tenemos un Trazado de rayos hiper realista, como el Path tracing todavia está en prueba, (todavia no se ah lanzado al publico) tiene esos desperfectos que ojala arreglen antes de lanzarlo al publico, muy buena tecnología, ya casi no le queda nada al cine de la animación.
El Path Tracing y Ray Tracing son lo mismo técnicamente, Path Tracing es el nombre secundario que usan los desarrolladores para referirse a una Iluminación full ray tracing. Y el hardware sigue sin ser suficientemente potente, una GPU de $2000 como la 4090 da 15fps a 4k.
No tenemos el hardware para poder usar esta tecnología con normalidad, que sin usar trampas como el dlss apenas llega a los 20fps en las 40xx más caras, aún estamos lejos de que esto sea un estándar si para disfrutarlo piden una 4070ti para adelante y una 3090 apenas a 1080p
@@Lizbeth_Moon Es una muy buena tecnología, nunca dije lo contrario pero que se vuelva indispensable para ejecutar este Path tracing significa que el hardware por sí mismo no da
Best comparison out on youtube right now. Not enough people who actually review and test this tech focus on the right things. Psycho RT is an approximation, and a really good one at that. Path tracing is an even better model that captures everything that can be captured by Psycho RT but does it without as many tricks, only by following the rules that govern natural light. Most scenes will look great in both but Override will be as good or way better in specific scenes. Unfortunately, global illumination and indirect lighting are still a problem which is why the Path tracing model has to accumulate light in closed environments with little light influence, which is why we see lighting problems at 9:15. Psycho RT doesn't even do the same type of indirect lighting in those cases and therefore "looks better" in comparison but this is only because we are in the early stages of implementation. Its okay to criticize new technologies and have a preference but everytime this happens one sides seems to think that the new tech somehow is just worse by nature and shouldn't be used, when really the problem relies in having to wait for improvements of the tech. The tech itself is absolutely the right step and gives a visual upgrade today already but might not be preferred right now due to low performance and other artifacts.
The original RT still uses the underlying rasterized GI to an extent, but AO, Shadows, Reflections, and Emissive lighting help it. It can look broadly comparable in fully outside spaces with mainly direct sunlight, but the second its mostly indirect and with artifical lights where old RT isnt used, Path Tracing js in a different dimension.
En este video es el primero en el cual puedo ver realmente la mejora, sin duda hasta la nueva serie 50, veremos como esto mejorara mas en rendimiento y algo mas
Pero si los videos de Digital Foundry son totalmente contundentes. La mejora es abismal, encima el PT se utiliza en otros videojuegos como Portal RTX, Serious Sam RT, DOOM RT, Quake 1 RT, Quake 2 RTX y Half Life RT. No entiendo la necesidad que tienen los anti progreso de decir que no hay diferencia. Es como ser daltónico y no admitirlo aún con pruebas oftalmólogicas.
@@evil_chuck There is undoubtedly a difference. But not everyone pays 50-60% of performance, even with an RTX video card. And that's a lot to say. That full RTX technology is not yet for modern video cards. In 5 years, there will be video cards that are not expensive, which will pull everything and everyone will appreciate. And right now, having only an expensive RTX video card, you can fully play with crutches.
Bought a PC yesterday. I’ve spent more than 500 hours in Cyberpunk (PS5 and a pc that didn’t really run the game at all lol) and now I will finally play the definitive version of the game, with path tracing. I’m so happy, I can’t begin to describe it
I was using it and I didn't notice a difference I thought the image was the same or it lost detail but in fact it was some things that got darker because of the better shadow and it gave more texture to the objects but before this video I didn't notice any difference because my eyes got used to RT Overdrive and I thought it was just like RT Psycho. But honestly I think a lot of people shouldn't notice a difference if they don't watch videos like this. I played in 4K ULTRA RT Psycho on my RTX 3080 and I tested RT Overdrive with DLSS set to automatic.
I think some reflections are actually worse because path tracing prioritizes the main light sources. But when you are looking at primary light source the difference in favour of path tracing is quite brutal.
There's some areas that look insanely good with Path Tracing, but I don't think I'm going to play with it on as in most areas I can't tell without a side by side, which is strange because on paper it should make a massive difference and be easily noticeable
You can immediately tell it on characters that usally have a lot of light leaking with rasterization techniques that previous rtx mode didn't fully fix.
Are you supposed to look at this from an extremely technical perspective? The overdrive mode looks barely better then regular RT, and the RT off is just another example of developers just not putting forth the add standard stuff like nice water effects. A good example of this is the Last of us on PC I dont even think that has any raytracing at all.
TLOU has the advantage of being a linear game where every scene is artist directed thanks to static times of day. Most of the lighting is baked. Cyberpunk is a fully dynamic, open world with a dynamic time of day. It would be basically impossible for them to achieve graphics like that due to the lighting all needing to be dynamic. Personally I think this looks much better than TLOU Remake lighting wise. Plus baked lighting uses RT to generate the lighting maps to specify how the scene should look
Didn't know the word for it was "noise" but the glittering effect that shows up in Path Tracing on fences, metal surfaces, and even some clothing, is a deal breaker to me -- very distracting. In the scene at 5:00 where the Path Tracing makes the plants look great, it ruins the overall scene by the glittering windows in the upper left. And there's an unwanted side effect as a result of the improved illumination -- errors in the game world become even more distracting and noticeable because everything else is more realistic looking. Models that clip walls or pixellated decal textures (even at highest LOD), break the sense of immersion quickly and noticeably. If they had made Cyberpunk 2077 in the cell-shaded style of the Borderlands games, I think we wouldn't notice those errors as much.
What you called "glittering windows" is a sloped fence around the building. It has issues with specific fences - the ones which are very dense with small holes in it. The way overdrive works is like real path tracing - you can't use infinite amount of rays to render it in real time, so number of rays is limited and they use Nvidia denoiser so you can't see the grain/noise. However, like we see, it doesn't work good with fences. The easiest way to fix it would be to replace all the fences with another model. There's not that many of them. When I tested Overdrive, I only noticed one such fence during like 2-3 hours of playing, but it was crazy distracting.
@@danielgomez7236 Ask someone with better GPU than my RTX 3080 12GB. I even saw similar artifacts, but a bit less noticable with RT Psycho without Overdrive. There are no artifacts without any RT.
While you're not wrong about that, CP77 is the first game to feature ray tracing for absolutely every aspect of rendering (path tracing). Until this update, every game with rtx used standard rasterization and sprinkled ray tracing on top of some features, such as shadows, reflections or GI.
It already looks really good with the "old" RT Psycho, but RT Overdrive takes it to the next level... It is a built-in remaster, like what the game would look like if it came out again in 2025.
yes i take it as for original game purchasers should keep the game updated and see whats changed in like 2 years even last year already has some changes mainly the 'road' race
Este juego es bellísimo en cualquiera de sus modos de iluminación, pero nada de eso importa si sus mecánicas son inexistentes y jugar en esa ciudad es un aburrimiento. Quiero perderme en Night city durante miles de horas y poder realizar cosas (mecánicas jugables) infinitas. y no, no se puede hacer prácticamente nada. Gran canal. Te felicito.
In many cases it looks different maybe even more realistic who knows? But not better necessarily in my opinion. Some areas look really good with RT psycho and then with Pathtracing it suddenly is alot darker or a lot brighter and even worse looking I would say AND the performance is worse so I am not convinced yet. However in future games this might be amazing
Well yes some areas look a lot darker now because they are not in direct sunlight and there isn't many artificial lights around. For example the scene at 13:37 is a lot darker with path tracing, but it would look like that in real life also considering the sun is facing the opposite direction and that section has a large roof blocking light as well as many large buildings casting shadows on the area too. A shaded section in real life with that big a roof, (and on the right time of day, basically any time other then 11 AM to 1 PM), would be quite dark even on a bright sunny day.
can run at 1080p with DLSS set to performance 30fps lock. A 3080 can do 30fps lock with 1080p DLSS quality from my testing. It still looks good but all my panels are 1080p as I'm old and 1080p still looks good to me lol. You must expect limitations for what this kind of tech demands. This is really just designed for a 4080 class card or up.
Looks great and all but during real gameplay I hardly noticed the difference and thus I classify this as another NVIDIA gimmick that most games that aren't sponsored by the green fraud won't even bother with . Especially because consoles (the main target) can't even run it
@@CoCo.-_- I said RT and so far, most games that have launched with RT features like Dying light 2, Cyberpunk, Spider man remastered etc. have separate modes for RT. Though it is rather lite, mostly shadows, the enhanced consoles may be able to push out good looking RTGI and RTR as well as other RT features.
Now I still hard disagree it being a nvidia gimmick. Doesn't really matter whether or not the consoles can run it as not everything should be designed to run on console. The differences are quite large from my experience and everything just looks far less flat than just normal. Consoles can't even run the RT Psycho mode and are stuck with RT Local Shadows at 30fps.
Clearly rt overdrive is better but it still seems to undervalue how strong sunlight is. You don’t really see that much bounce light from artificial light sources when the sun is out.
yeah i just bought a lenovo legion 7 pro with rtx 4080 yeah the path tracing in cyberpunk is next level and my lap manges to get a 70fps gameplay also in all max settings with path tracing and dlss quality with FG ❤
I tried it and I simply restarted the game It just feel like the first next gen game (even tho a plague tale requiem and HFZ was beautifull, C2077 overdrive is just on an other level) But the things that make me sad is all the noise that this overdrive mod created. You point that on the fence or on some dark area. but it happen also on A LOT of NPC. I don't know if you noticed that too ?
The daylight is not bright enough. Real daylight is unbelievable bright and under bridges and so on the game is way to dark. Propably many artificial lights are too dark too. (Or the reflection capabilities of objects) Overall the picture looks way more realistic anyways.
Hey there! I've been having some trouble running Cyberpunk 2077 on my computer. It's been a bit of a struggle with performance issues and lag. I've been following your channel for a while and really appreciate the insights you provide. I was wondering if you could consider making a video showcasing how Cyberpunk 2077 performs on Boosteroid. It would be really helpful to see if the game runs smoothly on that platform and if it could be a viable alternative for those of us experiencing difficulties on our own systems. Keep up the great work! Thanks!
Lo unico que no me gusta es el aumento de particulas brillantes en las zonas con poca luz directa con el pathtracing, pero desde luego es un gran avance... en un par de generaciones de graficas espero que se mejore, tanto el numero de rayos, como la velocidad de casteo y la reducción de ruido.
Por más hermoso y realista que se vea un juego, al final siempre que lo acabamos lo eliminamos, adiós al desarrollo arduo de esos pequeños detalles. Post data... Me lo dijo la estrellita azul de Mario :v
Sigue bastante limitado al parecer, en la comparación de 1:00 se ve que el personaje a la par del cilindro no tiene ninguna sombra bajo sus pies, es como si estuviera flotando en las 3 comparaciones.
Tengo una 4080 y en 4k con dlss en rendimiento le parte la madre con bajones a veces a los 59, eso si en 1440 DLSS en calidad tengo un promedio de 90 y lo mas bajo es a los 75
@@Aaronsitooo Si, probé más la resolución de 1440 y me llega a los 100-110 y no baja de los 90, lo del 4K es una locura lo que quita en ese modo yo creo por todo lo extra que se tiene que renderizar en esa resolución, yo creo que seguiré con el 1440p esos 100fps están ricos aunque pierda un poco de nitidez se sigue viendo que se te cae la boca al piso
Was this scene performed with DLSS 3.5? That would clean up a lot of the artifacting shown in this video. Furthermore, Overdrive is still a beta. I imagine these will all improve in due time
but it come at a cost , it tanks the performances by 50 to 60% on the GPU ..........but even so , i can't go back to "Normal" RT , it's the futur right now !
Now here comes to the question, which "MOD" would you prefer to turn "ON" most? RTX "ON or GTA "ON"? If you have only one choice to turn it "ON" or "OFF" between the graphics details of "RTX" and the city's daily life details of "GTA", which one you gonna be choose if the latter's various kinds of vivid daily life details were being applied to the content of Cyberpunk2077, huh?
Do I need to have the rest of the rt settings on for overdrive to take full effect? Or is it enough to turn it alone? Does it provide the reflections shadows etc?
@@reeL4x You do not need the video. The effect is plainly clear when you play it ;) But most videos choose main mission rooms were the devs had put the most work into for it to look good. But suit yourself i guess.
Thank you for the detailed comparison and comparison of modes in a visual form. It helped a lot. RT Psycho looks good enough on its own, and Overdrive is for even more enthusiasts. And of course, the developers still have a lot of work ahead to eliminate all kinds of artifacts (especially in motion). And I hope they will make a mod to completely replace all advertising. It is not only too monotonous, but also exaggerated in the direction of black humor. Which undermines realistic forecasts for the model of the future presented in the game.
they said that each light bulb and light source gives an effect, as a result, the camera with a red stripe (light source) weighs, but does not throw light on the wall, how is it?
Is it just me or is this not enough of a difference to get a high end gpu just to have this feature enabled? Like, it looks alright, nothing mindbreaking
The trees and greenery looks phenomenal in comparison. I thought they already looked quite realistic before but this is next level.
Ever since polygon graphics I always thought leaves and foliage "stood out" somewhat in a way. This may be the first time I've seen that really fixed.
@@schumachersbatman5094 Like for example the trees in GTA IV which became even flatter-looking with iCEnhancer.
Before = FakeTracing / Now = RealTracing
Over drive transforms some scenes completely. The close ups you showed were great because you kept showing us flashbacks of RT off, psycho and OD and it was night and day difference in some shots. Specifically the Global illumination shots. Best video out so far comparing RT off, ON and OD.
You can really appreciate the difference in spaces that have a roof but aren't enclosed spaces, like under an overpass or highway. The other modes are unnaturally washed out and lit but Overdrive makes the spots meant to be dark actually dark. It's a world of difference. I don't know if it's worth such a hit to your performance but there's no denying that it looks WAY better.
I feel like it's phenomenal when comparing still sequences, but as soon as the player starts moving it's not as noticable and not really worth the perf hit... That would make an killer photomode feature for now tho
@@tkzii6207 For me it made a big difference, as it lacked contact intricate shadows, especially for characters.
But overall, I don't like the game, I just strolled here and there, somehow feels dead
Doesn't look "better" enough to justify the perf hit though. Standard lightining => RT is a much bigger difference
7:24 the biggest noticeable difference. Path Tracing can illuminate the room with indirect light. A true game changing in industry
I would say this is the only noticeable improvement.
The other scenes have differences too, but I wonldn't say these are improvement,
just like watching at differece time only, may be 1pm vs 6pm
? Ray tracing should be able to do the same thing. Dying Light 2 has it for player flashlight and other lights placed around the scene.
it's not game changing, it's just not worth it consider how little it gives and how much resources it eats up
Played this morning... Looks like a sci fi movie in motion... With a couple of mods (texture pack and color correction) is graphic perfection.
May I ask which mods, please?
Mods?
@@nico36637 Maybe he uses ReShade app with a lot of stuff that you change in real time while you play any game. I use it and I can say that you can simply transform any game to another level. I changed de texture definition, bloom and film grain. It is just an example, you can change a lot of things if you have a high-end graphic card.
@@nico36637 probably HalkHogans retexture project
@@EpsilonSparda i have a 3080 do you think it’s enough ?
Man, this is transformative. There are so many shots where the non-Overdrive screenshots look broken.
And to think that a couple of years ago, the normal mode of cyberpunk graphics looked amazing and top of the line.
@@diegomartinez3836 Exactly, DIego.
In every E3 since its reveal and all the way to 2020 we were stunned at the ridiculous level of detail and scale to the game.
And then just 3 years later this lighting mode makes the release version look far older than it actually is. BTW, prepare your ass for a TON of "Pathtracing Edition" versions of games.
Path tracing is shockingly good. At some points it looks like you playing a remake or something. Its that good.
So many dark areas now with Path Tracing, they weren't designed with this technique in mind. Now they could update the game with some new light sources.
Exactly my thought mate. Some places became a bit too gloomy than initially intended.
yep
There is darkness in the world, you know? Check 5:00 it's miles better. Psycho is basically off and Overdrive is another league.
@@berkertaskiran I know, but 13:15 was not supposed to be that dark.
@@GGBGameplays Not supposed by who ? By designers ? Well, that's why without PT game doesn't even have shadows ? )
It's totally supposed to look that dark by laws of physics.
I just hit 40 as, as a gamer having his mid-life crysis, decided to invest in my first-ever bleeding edge gaming rig. I can not WAIT to visit Night City with RTOverdrive. The immersion level is so exciting!
if rig can play games ultra+rt at 1440 60 at least, itll worth every penny
@@iikatinggangsengii2471 With DLSS 3.5 I'm hitting around 100fps. It's crazy.
@@TheDeconstructivist hm
Truly next gen looks like real real life. Jesus tbe lighting looks good , it even makes the low poly npcs look epic.
This is the best showcase of what Path Tracing actually does that i have found online. Would be fascinating to see a video like this for Nvidia's new Ray Reconstruction feature.
Yeah, I wonder how close it'll get to the path tracing.
@@mrxcs that makes no sense. it just improves path tracing.
I talked with my cousin about path tracing before Nvidia started testing Cyberpunk and whatnot with it while playing Spider-Man Remastered on the PS5, and I talked to him about how in real life, reflections can reflect other reflections, and I wonder, maybe not initially, but at some point path tracing will develop some way to create layered reflections
Path tracing can, it's just limited for performance reason to 2 light bounces.
@ZalvaTionZ That's actually pretty cool man. I never knew that. I've seen blender animations that have double layered reflections where it's like a dude on a bike and he's reflected onto its mirror and his visor in that reflection is reflecting the bike again, but never knew they did that in game
You can see this in the game Control. You can also test this in Unreal Engine 5 pretty easily
I like the way you do this comparison's props to you and keep up the hard work 👍🏽
Ambient occlusion makes a HUGE difference in games, devs should pay more attention on it
Ambient occlusion is naturally generated with ray tracing shadows
@@danielgomez7236 I am talking about non RT games
They probably gimped AO in the standard mode to make RT look better. Same thing happened in Witcher 3 Remastered where they removed the AO altogether making it look much worse the RT mode.
@@Dark-qx8rk Witcher 3 got it's AO updated to latest GTAO that has a lesser effect that doesn't mesh with the lighting system that well. Iirc.
@@Dark-qx8rk they also definitely did bad with screen space reflections just to elevate rt reflection
I have not seen a game that has this low quality ssr
When I see this channel posting a comparison vid, I click. No intrusive overlays. No baitclick. No annoying commentary. Soothing music. On the spot comparisons. Straight to the point. This channel is the Carwow of game graphics.
tbh game become much darker. clearly game world designed w/o RT in mind. kinda weird to drop from 100fps to 50fps just to see less...
as usual, RT is such a mixed bag, until artdirection in games would be with RT in mind
It looks more realistic, but sometimes it looks worse. Would love to see a version of this where the artists take another lap on the environments to make them look better with ray tracing in mind
and still people say, " noo, RT is not even noticable, you dont need 30 or 40 series graphics card, goo with amd, turn off rtx.... blah blah blah"
Now this is how its supposed to look like! Absolutely Beautiful!
El Path tracing, era lo que Nvidia en verdad quería traer a los videojuegos, pero debido a las limitaciones se tubo que implementar el Ray tracing, ahora que el Hardware es lo suficientemente potente por fin tenemos un Trazado de rayos hiper realista, como el Path tracing todavia está en prueba, (todavia no se ah lanzado al publico) tiene esos desperfectos que ojala arreglen antes de lanzarlo al publico, muy buena tecnología, ya casi no le queda nada al cine de la animación.
El Path Tracing y Ray Tracing son lo mismo técnicamente, Path Tracing es el nombre secundario que usan los desarrolladores para referirse a una Iluminación full ray tracing. Y el hardware sigue sin ser suficientemente potente, una GPU de $2000 como la 4090 da 15fps a 4k.
@@josecangrejo3086 creo que en dos generaciones más tenemos recien la potencia suficiente para implementar RT al completo y a 30fps recien
No tenemos el hardware para poder usar esta tecnología con normalidad, que sin usar trampas como el dlss apenas llega a los 20fps en las 40xx más caras, aún estamos lejos de que esto sea un estándar si para disfrutarlo piden una 4070ti para adelante y una 3090 apenas a 1080p
@@Deimos1008-z5g eso que llamas "trampa" es una tecnología mas e impresionante, no usarla seria absurdo.
@@Lizbeth_Moon Es una muy buena tecnología, nunca dije lo contrario pero que se vuelva indispensable para ejecutar este Path tracing significa que el hardware por sí mismo no da
Best comparison out on youtube right now. Not enough people who actually review and test this tech focus on the right things.
Psycho RT is an approximation, and a really good one at that. Path tracing is an even better model that captures everything that can be captured by Psycho RT but does it without as many tricks, only by following the rules that govern natural light. Most scenes will look great in both but Override will be as good or way better in specific scenes.
Unfortunately, global illumination and indirect lighting are still a problem which is why the Path tracing model has to accumulate light in closed environments with little light influence, which is why we see lighting problems at 9:15. Psycho RT doesn't even do the same type of indirect lighting in those cases and therefore "looks better" in comparison but this is only because we are in the early stages of implementation.
Its okay to criticize new technologies and have a preference but everytime this happens one sides seems to think that the new tech somehow is just worse by nature and shouldn't be used, when really the problem relies in having to wait for improvements of the tech. The tech itself is absolutely the right step and gives a visual upgrade today already but might not be preferred right now due to low performance and other artifacts.
I can smell your Computer all the way from here
Wow, now that's a real improvement. For the first time I see real benefits of RT
There's also Portal RTX, which looks awesome too.
Plenty of other games have shown off the difference RT makes
At 1:42 you can see the RT off almost looks the same as Path Tracing because they probably baked the lighting since this is a static area.
RT overdrive looks so real and beautiful.
En vista general parecería solo luz volumetrica pero la iluminación en general esta bestia, sobretodo las sombras
The original RT still uses the underlying rasterized GI to an extent, but AO, Shadows, Reflections, and Emissive lighting help it. It can look broadly comparable in fully outside spaces with mainly direct sunlight, but the second its mostly indirect and with artifical lights where old RT isnt used, Path Tracing js in a different dimension.
En este video es el primero en el cual puedo ver realmente la mejora, sin duda hasta la nueva serie 50, veremos como esto mejorara mas en rendimiento y algo mas
Pero si los videos de Digital Foundry son totalmente contundentes. La mejora es abismal, encima el PT se utiliza en otros videojuegos como Portal RTX, Serious Sam RT, DOOM RT, Quake 1 RT, Quake 2 RTX y Half Life RT. No entiendo la necesidad que tienen los anti progreso de decir que no hay diferencia. Es como ser daltónico y no admitirlo aún con pruebas oftalmólogicas.
@@evil_chuck There is undoubtedly a difference. But not everyone pays 50-60% of performance, even with an RTX video card. And that's a lot to say. That full RTX technology is not yet for modern video cards. In 5 years, there will be video cards that are not expensive, which will pull everything and everyone will appreciate. And right now, having only an expensive RTX video card, you can fully play with crutches.
Bought a PC yesterday. I’ve spent more than 500 hours in Cyberpunk (PS5 and a pc that didn’t really run the game at all lol) and now I will finally play the definitive version of the game, with path tracing. I’m so happy, I can’t begin to describe it
I was using it and I didn't notice a difference I thought the image was the same or it lost detail but in fact it was some things that got darker because of the better shadow and it gave more texture to the objects but before this video I didn't notice any difference because my eyes got used to RT Overdrive and I thought it was just like RT Psycho.
But honestly I think a lot of people shouldn't notice a difference if they don't watch videos like this. I played in 4K ULTRA RT Psycho on my RTX 3080 and I tested RT Overdrive with DLSS set to automatic.
I think some reflections are actually worse because path tracing prioritizes the main light sources. But when you are looking at primary light source the difference in favour of path tracing is quite brutal.
I've noticed a ton of differences primarily when there are area lights. Lights from billboards, darker areas, interiors, etc. It's pretty big changes
There's some areas that look insanely good with Path Tracing, but I don't think I'm going to play with it on as in most areas I can't tell without a side by side, which is strange because on paper it should make a massive difference and be easily noticeable
The GFX artists always try to make the none RT visuals look good with baked in lighting. This is why pathtracing is not going to look hugely better.
You can immediately tell it on characters that usally have a lot of light leaking with rasterization techniques that previous rtx mode didn't fully fix.
Are you supposed to look at this from an extremely technical perspective? The overdrive mode looks barely better then regular RT, and the RT off is just another example of developers just not putting forth the add standard stuff like nice water effects. A good example of this is the Last of us on PC I dont even think that has any raytracing at all.
TLOU has the advantage of being a linear game where every scene is artist directed thanks to static times of day. Most of the lighting is baked. Cyberpunk is a fully dynamic, open world with a dynamic time of day. It would be basically impossible for them to achieve graphics like that due to the lighting all needing to be dynamic. Personally I think this looks much better than TLOU Remake lighting wise. Plus baked lighting uses RT to generate the lighting maps to specify how the scene should look
Just redownload the game and turned overdrive on and this is like a different game now holy. Maybe I will actually do a play through now
Could you run the game fine?, with Rt overdrive?, if so in what resolution?
@@sasorioftheredsand4348 I am doing 1440p overdrive with 13900k and 4090. No frame generation and get about 80-85
Some areas looks TOO dark and hit on performance is Huge but the rest looked Amazing
Se agradece mucho que hayan puesto el contexto en el inicio del video, felicidades a este canal
Thank you for this video, great job.
if only they can put this overdrive tech into GTA 4, man id replay and relive every moment of it again til 2030 lol.
影のつき方が異次元だろ、やばすぎ
They really should have a shadowmap fallback in far distances for rt psycho and rt overdrive shadows
CD Projekt, que Maestros de la Tecnología 😎
Didn't know the word for it was "noise" but the glittering effect that shows up in Path Tracing on fences, metal surfaces, and even some clothing, is a deal breaker to me -- very distracting. In the scene at 5:00 where the Path Tracing makes the plants look great, it ruins the overall scene by the glittering windows in the upper left.
And there's an unwanted side effect as a result of the improved illumination -- errors in the game world become even more distracting and noticeable because everything else is more realistic looking. Models that clip walls or pixellated decal textures (even at highest LOD), break the sense of immersion quickly and noticeably. If they had made Cyberpunk 2077 in the cell-shaded style of the Borderlands games, I think we wouldn't notice those errors as much.
That "glittering" is probably due to DLSS, you can bet DLSS would introduce many artifacts, hope they can fix that
What you called "glittering windows" is a sloped fence around the building. It has issues with specific fences - the ones which are very dense with small holes in it. The way overdrive works is like real path tracing - you can't use infinite amount of rays to render it in real time, so number of rays is limited and they use Nvidia denoiser so you can't see the grain/noise. However, like we see, it doesn't work good with fences. The easiest way to fix it would be to replace all the fences with another model. There's not that many of them. When I tested Overdrive, I only noticed one such fence during like 2-3 hours of playing, but it was crazy distracting.
@@Kondiqq Does the "glittering" persist with all DLSS (or any other upscaler) stuff fully disabled?
@@danielgomez7236 Ask someone with better GPU than my RTX 3080 12GB. I even saw similar artifacts, but a bit less noticable with RT Psycho without Overdrive. There are no artifacts without any RT.
its crazy that we're now experiencing pathtracing in game(s)
@2:00 Metro Exodus Enhanced Edition was the first big game to use fully ray traced global illumination, Cyberpunk is the second one.
While you're not wrong about that, CP77 is the first game to feature ray tracing for absolutely every aspect of rendering (path tracing). Until this update, every game with rtx used standard rasterization and sprinkled ray tracing on top of some features, such as shadows, reflections or GI.
Bajarle el brillo al TV y subirle el color... Ahí tienen su RT overdrive
Deja de ver los videos en una gameboy... xD
ok. pero ya hicieron que los semáforos no cambien a verde cuando te acercas?
at 1:03 you can see the new RT is so powerful it turned a skinny chick into a buff dude with a mustache
Think they still need to fix the camera exposure since that's clearly not adjusted for the new contrast.... and the bloom is way too heavy now.
Buen analisis, ese Juego es Para jugarlo al Maximo en el 2077, Lo jugaré por alla por la serie 60X de Nvidia😂
Playing this in overdrive is surreal... I keep my jaw drop in every corner that i go.. simply next generation graphics
yeah did every race before restarted the game, theyre fun and good looking
So impressive!
I can't wait to be able to afford it and buy a 50 series GPU when that is a thing.
clustered small objects like vegetation and trash bags on the ground looks much more like a pre-render now
phsyco looks better to my eyes, more contrast and details
It already looks really good with the "old" RT Psycho, but RT Overdrive takes it to the next level... It is a built-in remaster, like what the game would look like if it came out again in 2025.
yes i take it as for original game purchasers should keep the game updated and see whats changed in like 2 years
even last year already has some changes mainly the 'road' race
You can see the biggest deifference at the 4:15 mark
Este juego es bellísimo en cualquiera de sus modos de iluminación, pero nada de eso importa si sus mecánicas son inexistentes y jugar en esa ciudad es un aburrimiento.
Quiero perderme en Night city durante miles de horas y poder realizar cosas (mecánicas jugables) infinitas. y no, no se puede hacer prácticamente nada.
Gran canal. Te felicito.
6:24 fences just turned "overdrive" too xD
Esta versión de iluminación es igual a la de la Demo de tlou parte 2 (e3)
😮😮😮😮😮
RIse of the Tomb Raider had the technology named VXAO that had similar visuals years ago.
In many cases it looks different maybe even more realistic who knows? But not better necessarily in my opinion. Some areas look really good with RT psycho and then with Pathtracing it suddenly is alot darker or a lot brighter and even worse looking I would say AND the performance is worse so I am not convinced yet. However in future games this might be amazing
Well yes some areas look a lot darker now because they are not in direct sunlight and there isn't many artificial lights around. For example the scene at 13:37 is a lot darker with path tracing, but it would look like that in real life also considering the sun is facing the opposite direction and that section has a large roof blocking light as well as many large buildings casting shadows on the area too. A shaded section in real life with that big a roof, (and on the right time of day, basically any time other then 11 AM to 1 PM), would be quite dark even on a bright sunny day.
can run at 1080p with DLSS set to performance 30fps lock. A 3080 can do 30fps lock with 1080p DLSS quality from my testing. It still looks good but all my panels are 1080p as I'm old and 1080p still looks good to me lol. You must expect limitations for what this kind of tech demands. This is really just designed for a 4080 class card or up.
Looks great and all but during real gameplay I hardly noticed the difference and thus I classify this as another NVIDIA gimmick that most games that aren't sponsored by the green fraud won't even bother with . Especially because consoles (the main target) can't even run it
Consoles do run RT though and next gen, they'll run PT as well. Your classification means nothing.
@@speedforce8970 we will see about that bud
@@speedforce8970 while i don't agree with OP, current consoles will not be running anything like this, even on pc its only using about 2 bounces
@@CoCo.-_- I said RT and so far, most games that have launched with RT features like Dying light 2, Cyberpunk, Spider man remastered etc. have separate modes for RT. Though it is rather lite, mostly shadows, the enhanced consoles may be able to push out good looking RTGI and RTR as well as other RT features.
Now I still hard disagree it being a nvidia gimmick. Doesn't really matter whether or not the consoles can run it as not everything should be designed to run on console. The differences are quite large from my experience and everything just looks far less flat than just normal. Consoles can't even run the RT Psycho mode and are stuck with RT Local Shadows at 30fps.
Clearly rt overdrive is better but it still seems to undervalue how strong sunlight is. You don’t really see that much bounce light from artificial light sources when the sun is out.
yeah i just bought a lenovo legion 7 pro with rtx 4080 yeah the path tracing in cyberpunk is next level and my lap manges to get a 70fps gameplay also in all max settings with path tracing and dlss quality with FG ❤
FG is okay if you play whit a Controller LOL you dont feel the input lag so much
@tresix991
I feel just like getting this game to enjoy that
surprised it runs so well thought path tracing would require >20x RTX 4090 minimum
I tried it and I simply restarted the game It just feel like the first next gen game (even tho a plague tale requiem and HFZ was beautifull, C2077 overdrive is just on an other level)
But the things that make me sad is all the noise that this overdrive mod created. You point that on the fence or on some dark area. but it happen also on A LOT of NPC. I don't know if you noticed that too ?
RT overdrive tells the shops and building to turn on their light
Generador de fondos de pantalla estilo cyberpunk,el juego.
7:25 bro this is realy different level
The power loss is unfortunately far too great. Good comparison.
good job! thank you
The daylight is not bright enough. Real daylight is unbelievable bright and under bridges and so on the game is way to dark. Propably many artificial lights are too dark too. (Or the reflection capabilities of objects) Overall the picture looks way more realistic anyways.
Pregunta! a que resolucion esta moviendo el juego? el dlss esta en modo calidad?
Hey there! I've been having some trouble running Cyberpunk 2077 on my computer. It's been a bit of a struggle with performance issues and lag. I've been following your channel for a while and really appreciate the insights you provide. I was wondering if you could consider making a video showcasing how Cyberpunk 2077 performs on Boosteroid. It would be really helpful to see if the game runs smoothly on that platform and if it could be a viable alternative for those of us experiencing difficulties on our own systems. Keep up the great work! Thanks!
Lo unico que no me gusta es el aumento de particulas brillantes en las zonas con poca luz directa con el pathtracing, pero desde luego es un gran avance... en un par de generaciones de graficas espero que se mejore, tanto el numero de rayos, como la velocidad de casteo y la reducción de ruido.
im sure these environments were designed for raster lighting so some of the path traced examples do look a bit worse
incredible video
Psycho in the day time, overdrive during the night.
The ghosting is horrendous with Overdrive unfortunatelly... :(
Por más hermoso y realista que se vea un juego, al final siempre que lo acabamos lo eliminamos, adiós al desarrollo arduo de esos pequeños detalles.
Post data... Me lo dijo la estrellita azul de Mario :v
RT Overdrive really looks like a Remake
No, you are over-exaggerating too much
Sigue bastante limitado al parecer, en la comparación de 1:00 se ve que el personaje a la par del cilindro no tiene ninguna sombra bajo sus pies, es como si estuviera flotando en las 3 comparaciones.
Only 2 bound per ray is very limited path tracing but is begin need more power for ultimate path tracing.
Tengo una 4080 y en 4k con dlss en rendimiento le parte la madre con bajones a veces a los 59, eso si en 1440 DLSS en calidad tengo un promedio de 90 y lo mas bajo es a los 75
yo con la 4090 en 2K DLSS en calidad y generación de frames me va a 130-140fps se ve de película.
@@Aaronsitooo Si, probé más la resolución de 1440 y me llega a los 100-110 y no baja de los 90, lo del 4K es una locura lo que quita en ese modo yo creo por todo lo extra que se tiene que renderizar en esa resolución, yo creo que seguiré con el 1440p esos 100fps están ricos aunque pierda un poco de nitidez se sigue viendo que se te cae la boca al piso
@@Aaronsitooo que configuracion usas de dlss?
@@TheSpookyOficialDLSS en Calidad más frame generation.
@@Aaronsitooo yo juego a 1080p voy actualizar el juego y ha probar ese rico path tracing
I dont care about this Ray trace effect when playing Cyberpunk 2077, but I'd like to watch the process of tecnique in youtube
man Path tracing is close to realistic lighting
Path tracing is a simulation of how light works in real life. It's how basically all movies do CG whether it's animated or a very VFX heavy movie
I dont think people will notice it...
Was this scene performed with DLSS 3.5? That would clean up a lot of the artifacting shown in this video. Furthermore, Overdrive is still a beta. I imagine these will all improve in due time
The overdriv mode looks a little bit more natural and atmospheric but not a game changer compared to ray tracing psycho
CP77’ best comparison. 💪
RT OFF 👍
Radeon Graphics The Best perf/price.
but it come at a cost , it tanks the performances by 50 to 60% on the GPU ..........but even so , i can't go back to "Normal" RT , it's the futur right now !
Now here comes to the question, which "MOD" would you prefer to turn "ON" most? RTX "ON or GTA "ON"? If you have only one choice to turn it "ON" or "OFF" between the graphics details of "RTX" and the city's daily life details of "GTA", which one you gonna be choose if the latter's various kinds of vivid daily life details were being applied to the content of Cyberpunk2077, huh?
Why are you comparing them like this. The team that works on lighting is not the same who does more gameplay focused stuff
holy sht that’s another level.
Do I need to have the rest of the rt settings on for overdrive to take full effect? Or is it enough to turn it alone? Does it provide the reflections shadows etc?
Seriously the difference between psycho and path isn't that big. It looks slightly better
Slightly? It looks significantly better
@@crestofhonor2349 naaaaaah still low poly and flat ..the atmosphere and flair looks a bit denser but not a big difference
wow path tracing is the future
Path tracing looks better
What's the difference between the two?
@@blueflare3848 Watch the digital foundry comparison. Most people just do not know what to look at. 90% of showcase videos are trash.
Yeah, it dies.
@@baronsengir187 If you need to look for a vídeo to know the difference, so it's just placebo. (I know that lights increase range)
@@reeL4x You do not need the video. The effect is plainly clear when you play it ;)
But most videos choose main mission rooms were the devs had put the most work into for it to look good. But suit yourself i guess.
Thank you for the detailed comparison and comparison of modes in a visual form. It helped a lot. RT Psycho looks good enough on its own, and Overdrive is for even more enthusiasts. And of course, the developers still have a lot of work ahead to eliminate all kinds of artifacts (especially in motion). And I hope they will make a mod to completely replace all advertising. It is not only too monotonous, but also exaggerated in the direction of black humor. Which undermines realistic forecasts for the model of the future presented in the game.
they said that each light bulb and light source gives an effect, as a result, the camera with a red stripe (light source) weighs, but does not throw light on the wall, how is it?
Is it just me or is this not enough of a difference to get a high end gpu just to have this feature enabled? Like, it looks alright, nothing mindbreaking
Are you blind?
@@ShArp_MK Yep, he's coping with his 1050ti.