Cyberpunk 2077 RTX Path Tracing Overdrive screenshots-1

Cyberpunk 2077 RTX Path Tracing Overdrive Mode gets new screenshots & video

NVIDIA has released a new set of screenshots and a new video, showcasing the RTX Path Tracing effects of Cyberpunk 2077’s Overdrive Mode. These screenshots will give you an idea of what you can expect from it.

Cyberpunk 2077’s RT Overdrive Mode will become available on April 11th. Alongside it, the game will support NVIDIA’s DLSS 3 tech. From what we’ve seen, DLSS 3 will be essential for reaching playable framerates.

We should note that this new Overdrive Mode will be quite demanding. After all, the game will now have fully ray-traced global illumination.

In order to provide these new RT effects, CDPR will be using NVIDIA’s RTX Direct Illumination. Additionally, the game will support Shader Execution Reordering.

All in all, we are really looking forward to this RT Update. And, naturally, we’ll benchmark it once it becomes available.

Enjoy!

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Cyberpunk 2077 | Ray Tracing: Overdrive Mode - 4K Technology Preview Reveal

51 thoughts on “Cyberpunk 2077 RTX Path Tracing Overdrive Mode gets new screenshots & video”

  1. It certainly does look impressive, but so does Metro Exodus Enhanced, too.

    And I can run that game with very playable framerates on my RTX 3060 Ti, even when having to translate the DX12 calls to Vulkan on Linux.

    Therefore, if this game really requires DLSS 3 to reach playable framerates, then that just tells me that the 4A engine is much better optimized than the REDengine…

    1. The reflections are way better. Metro looks great when you actually fix the terrible gamma issues.

    2. Metro Exodus RT doesn’t look good. Everything is just turned up to bright. Which does ruin the atmosphere of the game. You’re your comment about red engine vs 4a engine if irrelevant because engines are not 1 to 1. What exactly are you basing any of this on. There are so many factors as to why one game would run better than the other. I don’t think how optimized the engine is, does it. Because unreal is one of the oldest engine and most games on it nowadays run like garbage.

      1. Because unreal is one of the oldest engine and most games on it nowadays run like garbage.

        It’s good that you bring up the Unreal Engine example, because I recently learned that one of the major reasons why that engine has such prominent stuttering problems is that it’s designed in a way which creates a huge amount of PSOs (Pipeline State Objects).

        In contrast, the best performing engine of the entire games industry (idSoftware’s idTech 7) creates only very few of these.

        Here, I just quote the relevant part from a blog post by a Valve developer who works on the Source 2 engine; if you want to know more, just google it:

        A second caveat is that if you are designing a new engine for Vulkan, you should really consider whether having large numbers of shader permutations is a good idea. Some games, such as DOOM 2016/DOOM Eternal have kept to having a very small number of PSOs. Describing this design space in detail is beyond the scope of this blog post, but I highly recommend reading this two part blog series that explains why many engines have large numbers of shader permutations (which is one of the root causes of many draw time compile hitches): The Shader Permutation Problem: How Did We Get Here?

        1. Hey man, respect and thank you for the education on PSOs. The question still remains, how the hell did we get here? But speaking of engines, I was always wondering how ID tech engine became so great after ID 5 because as we all remember it was quite horrific before. And it all of sudden became this angelic engine. But you helped me understand a bit more why the is. I just never investigated to see why.

          I have question for you, totally unrelated. Your name is the inspiration for this question. Do you every think Linux could or will be where Windows is for gaming?. . Because I would love for that windows platform to die a hard death. I wish gaming would just leave the platform and develop something that is not about the BS. Just about the games.

          1. You’re welcome!

            AFAIK, idSoftware hired the former lead developer of Crytek’s CryEngine, who was in charge when this massive jump forward happened to idTech.
            Basically a John Carmack 2.0.

            As for Linux’s future as a gaming platform:

            Valve’s SteamOS is the best bet for that to one day possibly happening.

            And since it’s an absolutely open platform, you won’t be limited to just the Steam store, either.

            I for example always prefer to buy from GOG whenever possible.

            But still, there’s a long way to go, since Linux has to run Windows games which were never intended to be run on that platform in the first place.

            Still, there are quite a few exciting developments happening in the Linux space right now, which will allow it to inch ever closer towards that goal…

            Cheers!

      2. >Everything is just turned up to bright.

        That’s related to the gamma issues the game has, as CrucifytheEgo mentions in his comment. For some dumb reason the developers didn’t give us a way to disable it through the game options but you can thankfully turn it off by using -deependark as a launch parameter.

        1. Thanks, I was wondering what the hell is going on here. Everything is just bright as f*k. Nighttime is daylight. And daylight is made to kill vampires.

  2. I love how even in their cherry picked scenes the lighting with RTX on doesn’t actually look any better than with RTX off, and really just looks brighter like there’s a more intense bloom effect. The reflections do look better in these examples, but not the lighting.

      1. raytracing is not how light works at all, that’s why raytracing has all these caustics problems

        raytracing is very poor at refraction and caustics, it’s bad at rendering a pool for example

        that’s why raytracing is all about unrealistic puddles of water that look like mirrors, RTX can’t do realistic fluid rendering

        more realistic algorithms to render light are things like photon mapping

        1. Haha, “raytracing is all about unrealistic puddles of water that look like mirrors” preach it brother. Because when it comes to RT, everything is a god damn reflection. I’ve never walked outside and have the wet floor just constantly reflect everything back at me.

          1. The first photo shows rain and wet surface, rather than a normal puddle. The second photo shows no reflection because there’s nothing to reflect at that particular angle.

            A quick google search for “puddle photography” shows hundreds of photos of mirror-like reflections on puddles of water, so I don’t know why you hate mirror-like reflections so much, when that’s exactly how they look like in reality.

          2. Because it’s overused. Overused and the performance hit because of the doubling is rediculous.

          3. Yeah so bad every cgi / properly seller / other marketing uses it since it makes so realistic images. And no raytracing in itself isn’t bad at handling it, it just requires a lot of computational power to handle things like caustics fully vs the small difference it makes thus many opt to skimp down on that.

            Same reason many skimp down on the hybrid approach that many calls raytracing nowadays where most is still 90% hybrid raster/rt (with some notable exceptions)

          1. Since all major VFX/CGI studios are using Linux (including Disney), I know quite a bit about this particular industry.

            Knowing stuff about Linux is not going to help you understand rendering techniques. The OS is irrelevant to the rendering algorithm being used. I suggest you read Foley and van Dam instead.

          2. And I suggest you read that short paragraph on the picture I just posted…

            Here, I’ve copied & pasted it just for you:

            A renderer is the software that takes all of the models, animations,
            textures as well as lights and other scene objects and produces the
            final image that make up an animated movie by calculating how the light
            bounces around a virtual scene and shades the objects. Hyperion is our
            in-house renderer and is a physically-based path tracer.

        1. And not to mention that REAL RT needs 50k worth of computing power to pull off. Nvidia have don’t nothing but nice the industry sideways with their continual rubbish.

          You’re one of the most hated person her for telling the truth. Because you don’t buy any of the okie doke. You how is all marketing and BS. You refuse to contribute to the brain dead and all I see is you getting because reactions for pointing out the obvious. These tribalistic monkeys call the gaming community really drive me nuts. Keep doing what you do man.

    1. Agreed, and even worse on wet surfaces. It’s so exaggerated it’s off-putting. The RTX OFF pic looks better to me (as in most comparisons across the board).

    2. maybe we don’t have the same sun , but where i live light looks like that during the day

        1. Or maybe you should get out of your mother’s basement and see the sun for the first time ?

    3. This is an SDR screenshot, so the highlights look exaggerated because of that. Still, the 2nd image looks way more realistic (amazing color bounce and indirect shadows). The lighting in the first image looks just flat.

    4. We had a day like that yesterday, a rare thing in Scotland. I even answered the door in my PJs “arrghhh sun!”…

      Looking at your other comments here I have to say you are a bit of an idiot, that bit being the brain.

    5. Nupe. That’s what bright midday sun shining through a window actually looks like.

      2.bp.blogspot(dot)com/_s6RxukKwA-I/SlMDLzUNK1I/AAAAAAAAAX4/hY-Z9COyIXM/s400/sunlight.jpg

  3. This comparison looks way better than the original Overdrive trailer they put out.

    But for some reason (be it colors/post-processing/contrast) something looks off about the scenes that keeps them from jumping into that “photorealistic” territory like Portal RTX can do.

    1. The highlights are being clipped in the SDR color space. You get the same effect when overexposed photos are displayed on a monitor. The eye adaption will likely need to be modded (even the game’s current RT has seen a few eye adaption mods being used to limit this, especially in vehicles).

  4. This will look great paired with Natural Californian Lighting Mod, Weather Probability Rebalance, Better Finer Rain, HiRes NPCs and HD Reworked.

  5. Graphics: 10/10
    Game: 4/10

    I’ll never forget booting up the game for the first time on launch day, looking in the mirror and getting like 17fps on a character model that had 0 detail LOL

    1. Shlttiest plot I’ve ever seen in gaming.
      Maybe it would be good hadn’t they added Keanu there just for internet points.

  6. nope, they won’t see a single dime from me. I always sail the high seas and head for Cis rin ru.

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