Last year, we informed you about the possibility of Cyberpunk 2077 supporting real-time ray tracing effects. And today, we are happy to report that CD Projekt RED’s highly anticipated RPG will be indeed supporting Ray Tracing.
NVIDIA has just announced that it has partnered with CD PROJEKT RED as an official technology partner to bring real-time ray tracing to the game.
Matt Wuebbling, head of GeForce marketing at NVIDIA, said:
“Cyberpunk 2077 is an incredibly ambitious game, mixing first person perspective and deep role-playing, while also creating an intricate and immersive world in which to tell this story. We believe the world of Cyberpunk will greatly benefit from the realistic lighting that ray tracing delivers.”
In order to celebrate this new partnership, the green team has released the first RTX screenshots for Cyberpunk 2077 that you can find below!

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I hope Nvidia will man the f up and release Ampere prior to this.
That’s the first RTX screenshot I’ve really seen that makes me want to use the technology. I have a 2080 Ti but somehow I still doubt that I’ll want to turn it on at release given the performance hit.
If they actually take the time to implement a proper DLSS solution like they used in the original demo for the feature, then maybe it will be possible.
Depending on how they do it. Metro and bf5 have some neat effects and yes there is a performance hit but if i can play those games with beautiful gfx on 1440k with more or less 60fps i have hopes 😉
Didn’t you see the reflections from BF5? Those were already fantastic. I wouldn’t buy a RTX card for any of these games, regardless of budget, because the existing cards simply don’t have enough RT cores (or brute force compute) to make RT features playable. But the good news is, as other aspects of rendering scale up (going from 1080p to 4K) the “reflections hit” should stay the same so over time the relative impact will shrink until it doesn’t feel like such a big loss any more.
I don’t think this is accurate… The way the RT algorithm works with RTX is that it traces one ray per x amount of pixels. If the resolution increases, so will the number of rays to be computed.
You can adjust the number of rays per pixel independently. Ultimately it makes the most sense to match the ray count to the screen size rather than to resolution or FOV or whatever other metric. A ray count that is enough to look nice on a 27 inch monitor should suffice in 1080p or 4K all the same. Most reflections are blurry any way, upscaling them is no problem unless you want to build a hall of perfect mirrors.
Need comparison shots.
This is definitely a game that could benefit massively from Ray traced reflections
it looks great, i wonder what the visual gap is without it though.
Yup!
Night-time with rain and neon lights everywhere…a setting like that fully ray-traced in-game would be breathtaking!
Yes, but they’re going with lighting instead. These reflections are just cubemaps and screen space. Big mistake.
Wait how do you know they are going with rtx lighting and not reflections?
But as for the reflections they showcased, yeah they could just be SSR. We need to see a video demo
Read their statement in the article above. Realistic lighting, that’s what they’re going for. I thought they did reflections at first but then I took a closer look and those are definitely not ray-traced reflections. Best proof are the weird blue spots on the floor in the first shot. Cubemap, not even screen-space. When it comes to the second shot the tell-tale sign of SSR is that only things in view are being reflected. If they had ray-traced reflections they would have used reflective surfaces in which you can see things outside of the direct line of sight, and typically on irregular shaped objects, not flat planes.
Yeah ssr only works on objects within the view frustum, which is why it looks like either rtx or SSR in the second shot (note the reflections of the signs on the stair case railing).
For the first shot, I don’t know if it’s a cubemap or just very low resolution ssr, but it definitely doesn’t look like rtx reflections
The stair reflections gave me pause, too, because they’re not ruined by the gun model. but you can avoid that by rendering the gun with a separate camera, I’m guessing that’s what they do.
Either that or they just render the fps weapon after SSR. SSR doesn’t necessarily have to be performed during post processing, so the order of their pipeline could just account for that
Everyone is for new graphics effects that enhances the quality and immersion. Not everyone is for stutterness and bad implementation that leads to low fps.
Make it but make it right.
I’m 100% positive that raytracing will be an option so just turn it off if it hits your performance too much.
Thank you, Captain Obvious.
The comments in this thread make it clear that most people don’t understand that rtx is optional
I want it on. I WANT IT ALL ON.
And your GPU wants it ALL OFF :p
Harsh truth 😉
Hopefully we get RTX 3080 Ti soon.
Tim Sweeney won’t be buying you one.
I wouldn’t be so sure. He’s been putting in a lot of effort, he’s shown iniative, maybe it’s time for a bonus.
So what kind of GPU should I be looking to bundle with this game next April??
3080ti
will it be out by then?
trust in the lord and it will come https://uploads.disquscdn.com/images/5a838f437a424f8db208d17b24f6b902a48da08ce98ac91dc5d442b7ef6c2e6f.jpg
Here’s a few more breathtaking screenshots.
https://uploads.disquscdn.com/images/e48a75b96ee524be3833b004478bcf45a4660e778ba38cd8b90401283150780b.jpg https://uploads.disquscdn.com/images/962fd3e6c2556b0e2b2b52fc6296f086db7fec46de08d72e0154284c2d4820f5.jpg https://uploads.disquscdn.com/images/9d851745d43d7cea4a8633567ae4cb10846041120f671d148c1a8ce9dca0d30c.jpg
A different kind of breath-taking.
Hopefully by the time this is released Nvidia will follow with a card that isnt a preposterous gouge. Not getting my hopes up but one can dream.
too late for me, i’m selling my PC by the end of this summer. i’m quitting gaming for good. but this looks to be my dream game coming to life, pity.
are you going to die?.
i was thinking of doing the same thing i’m just changing hobbies to not so street legal cars
it’s not that for me, i’m still down to play old games but i literally can’t stay in one place for more than a month. besides, games are trash these days so i’m not going to miss anything. if things go smooth, i’ll be an american citizen in 5-6 years from now so i might give gaming a try then.
oh your in the USA what state ? i’m in NYC
no i live in switzerland and netherland. i’m moving to us for my phd. by the time i’m finished i’ll be 33-4.
all coming soon triple a games are getting raytracing .awesome .is there any game left that doesnt ger raytracing?im sure doom will get it too .
Well yeah it’s nice but not $1300 for just 1080p @ a shaky af 25-30fps nice. My OC’d 1080 Ti is good for me – unless something FAR better comes along than that minuscule and overpriced 20fps rasterizing perf increase. RTX series cards are puny POSes for dollar:frames.
i spot chromatic aberration
You can buy them now. If we wait till the game, something far better will be announced or shortly after I’m sure. If SLI was better supported I would get them at price drop, but I’ve already been through that headache.
CyberGOTY 2077 =)
https://uploads.disquscdn.com/images/a6b86797f4aa4d525f48603ee289d1df306a41baf63dedd1aa12705b88dff74c.jpg
They’re going with tracing for lighting rather than reflections, similar to Metro. This is a waste of performance. The demo screenshots would look better with conventional lighting and ray-traced reflections. A neon city needs good reflections more than any other type of scene.
Both shots are strange examples because most of these reflections would have looked just as convincing with traditional techniques. The first shot’s materials are so [EDIT: rough, not smooth] good old cubemaps could produce a similar result, and the second shot could use screen-space reflections and the only difference would be that they would break under the gun model. Actually not even that if the gun were rendered with a separate camera.
People ridicule reflection demos for everything being shiny but I would prefer if they had used some trickier materials and angles to prove that these aren’t just screen-space reflections after all.
Can’t wait for smooth 30FPS in 720p on a RTX 2080Ti.
Looks great, I’m just curious how much I’ll need to spend on a pc to run it nicely w/ the ray tracing