Cyberpunk 2077’s Path Tracing Update
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As soon as the average gaming PC and console has the power of a 4080/4090, rasterization is dead.
I bought a 4090 based PC last week, this is the future for video games. It also helps 4090 is dual use for AI, its like 20x faster for stable diffusion than a RTX2000s card.
Although I do game, I'm mostly interested in AI work. My current baseline 3080 has been just fine, although to be fair I haven't yet experienced path tracing.
The extra horsepower + DLSS frame generation will give you around double the FPS.
https://www.pugetsystems.com/labs/hpc/nvidia-rtx4090-ml-ai-a...
https://lambdalabs.com/blog/nvidia-rtx-4090-vs-rtx-3090-deep...
None of that has real meaning for AI. But the 4090 is just straight up 40% faster as well.
I think one of the strong suits of game graphics is the results at any cost model of rendering tech, where the focus is on using whatever methods get the best results the fastest (and hopefully within frame budgets) wins out. Since the advent of polygon rendering rasterization has been the best solution for attempts at realism (be that hyper- or photo- realism). However, rasterization and the rendering ‘shortcuts’ used to achieve certain effects were also useful for other styles of rendering. However, if every bit of graphics silicon is going to be designed and optimized for a physically based, photorealistic rendering result it may be difficult to bend that functionality toward some non-photorealistic usage.
I worry everything is going to end up having the same stamped out photorealistic appearance, in a similar way to the comments I’ve seen about the emerging Unreal 5 ‘look’. And that to get away from that look will require giving up a large chunk of GPU rendering horse power.
The path tracing mode mentioned here however, does "full raytracing" like blender does (outside of a few exceptions such as particles). Same with Portal RTX, Quake RTX and a few others.
https://www.nvidia.com/en-au/geforce/news/cyberpunk-2077-ray...
Nvidia's own announcement shows the path tracing overdrive mode is still tracing rays from a G-buffer, which would've been generated with the rasterizer.
For now, we'll always have both, as too many cards/consoles can't path trace at a good enough rate. But the artist pipeline wins that come from fully path tracing lights are too good to pass up, so it's coming.
This article alone shows that basically all of the frame is path traced rather than raster. It's coming, and faster you might think.
When watching direct comparison videos path tracing was slightly better when someone pointed out more accurate lighting details but not in a way that was noticeable if someone didn't point it out.
What I found works for path tracing is objects that don't have strong textures or bump mapping. I've tried this when writing my own path tracer in a programming project (not cyberpunk) for simple monochrome spheres. Then in that case it makes it look very real, but in something as visually detailed as cyberpunk it's barely noticeable.
I also think the lighting in cyberpunk is too urban and neon. It's not something our eyes evolved to interprete with extreme fidelity so our brains cant really see the difference. I think the effect is much more noticeable in environments with fewer light sources and light sources that aren't neon. For this reason I suspect red dead redemption 2 would benefit much more from path tracing.
That's just my opinion. I have a 3090.
And there's also a bit of knowing where to look at, what kind of scenes and weather types benefit the most, and so on. If you have someone point out the differences, on specific scenes, even the most casual observer will notice the huge improvements[1]. However if you boot up a random scene, it may look very similar.
What exactly are you referring to? I searched for it and all I got was stuff about actual fishing rods and some Minecraft and WoW guides...
Try to picture you flying a plane in a game. You're over a lake and your plane is occluding a mountain in the distance.
With SSR, those bits of the mountain your plane is blocking won't be rendered in the reflection.
Same with a fishing rod. They're tall and block a lot of things in the distance, thus breaking SSR.
Pay attention to the reflection in the water here when Sonic casts the rod (time-stamped): https://youtube.com/watch?v=IaPMkpDOFng&t=42s
Since it doesn't make sense to have a hole in a reflection when there's not actually a hole in the object, the reflection just stops when something occludes the object being reflected.
In some scenes, the bloom just removes all detail and makes parts of the scene look like a blurry mess.
Fortnite, for example, does it right. I remember watching a character dance and thinking "This is so god damn smooth, why does it look so smooth?" and then I noticed the motion blur. When done right, it's subtle and you don't even notice it unless you're looking for it.
Games that render frames don't actually replicate this because the object is rendered on discreet instances. Thus your eye is not able to properly capture the "motion blur" from a set of stop motion images.
To fix this, games must use artificial motion blur to replicate what the eyes see. Disabling motion blur is a mistake it is required for fidelity.
The problem with motion blur is if it's done for objects moving too slowly. Then it becomes noticeable because if your eyes are fast enough to capture the object without blur then adding blur becomes noticeable.
1. Blur on slow objects, as you mentioned. Something moving 5 pixels per frame probably shouldn't have any blur applied.
2. Blur exceeding the distance moved per frame. If an object moves 20 pixels between frames, the blur should be less than 20 pixels wide. Ideally, I'd even argue that the blur width should be half the movement between frames. The example above of something moving only 5 pixels per frame probably shouldn't have any blur applied.
3. Blur on objects that are not moving relative to the camera. In a racing game being played with the camera above and behind the car, yes, the scenery should be blurred, but your car and the car right next to you that is driving the same speed as you should not be blurred. Though I suppose this is really just a special/specific case of problem 2 mentioned above.
Of course, there's one problem with all of this: the video game camera is supposed to represent your eyes staring strictly in one direction. When your eyes follow an object, the object does not blur, but everything else you see does. This means that if you're tracking an object on your screen with your eyes, that object should not be blurred. Unfortunately, this is not possible for games to do, because they don't know where your gaze is actually directed.
Finally, I can't close out this comment without mentioning the greatest offender when it comes to doing motion blur wrong: simply blending each frame with the previous one. There was an N64 game that did this, and my god it's horrible.
Watch the digital foundry videos. If you watched the GamersNexus ones they are notorious raytracing haters and picked worst case scenes to demo path tracing for most of their videos (where the faked lighting looked as close to PT as possible).
This is where the performance gain for the 100s of lights Cyberpunk might have in a single frame comes from.
https://research.nvidia.com/publication/2021-06_restir-gi-pa...
There is a "Digital Foundry" video which mentioned it.
Yeah I think so too, but I do think that is a long way away. At least 5, maybe more, years. Because the sheer install base of non-path-tracing cards means a developer is silly to ignore it, and sadly the state of the GPU market means that that install base is going to stay as-is for quite a while, I think.
I hope I'm wrong: path tracing with proper dev tooling around it means we get near-perfect lighting in our games, with less development and artist time needed to achieve it. It'll be an amazing day once it's path-tracing-only.
The rasterizer is used to trace the primary rays to generate a G-buffer like any other deferred renderer that's been in use for decades by this point. What's unique is that all light transport is solved with path tracing.
So, a decade from now
>As soon as the average gaming PC and console has the power of a 4080/4090
Ah, more like 15 years.
Then, shortly after that, the mainstream won't be client compute, but cloud compute and game streaming. Although, I wonder if 20 years to build out full fiber for almost everyone in rich countries is realistic. I might be over optimistic here, actually. Maybe 30 for mainstream game streaming.
Secondary rays (GI, non-planaer reflections) though are quite hacky to accomplish with rasterization and benefits immensly more from the availability of raytracing extensions where your "only" problem is that you can't sample as much as you'd like so you need to converge a solution instead.
CP2077 just spent far too much money on marketing and not enough on actually developing the game. Compared to TW3, CP2077 feels empty; the story was obviously rushed, and they had to change a lot to fit in Johnny Silverhand and Keanu Reeves. There are a lot of empty spots, the story is still rather... pointless, and there's honestly nothing to do. The game has been patched, but these have been mostly to do with bugs, balancing, graphics, and performance. It is still fundamentally broken, in my opinion, and still offers very few of the promises initially made by CDPR.
The game failed to deliver on a lot of counts, and this is coming from someone who suffered through Witcher 3 at launch, running at 40 FPS on a tiny notebook with a GTX 860M. Even through these issues, that game was fun. CP 2077 just... wasn't.
But, they really did regain the trust of the public by adding all that was promised and more. For free. In my personal view they more than redeemed themselves. I still find it a bit boring but that's to be expected with so much RNG/Autogen. It's inherent to the type of game. But all the initial shortcuts taken have been fixed.
CP2077 never bothered to do this. I love the game and the story but some parts feel ridiculously hollow and short. Like the 3 starter paths. There's so little unique content in them that I'm sure they were so heavily cut that the only reason they were kept at all is that they had already been promised.
I really wish stuff like this would have been filled in after release.
The subway system someone else mentioned is another example. The fast travel option we got feels like a cop out.
CP2077 looked like something I'd enjoy. It definitely needs more content.
I eventually gave up after I’d keep getting random crashes that would force me to start the current quest over.
Maybe my issue was something less common, but I still have yet to experience the game that I’ve been more excited about than almost any other for quite a few years.
Other than that one large bug, the game has been great, little bit of jank but no worse than say, Skyrim without the community bug patch. I only purchased it in the last steam sale so missed all the rough stuff.
Playing on an XBox Series S.
I think that has been patched as of 1.2. The patch notes include:
> The game's infamously speedy police department have been told to take a chill pill, with an increase to their spawn radius for when a player commits a crime. Hopefully this means a whole squad will no longer appear behind your back.
And 1.21 had:
> It makes a long list of fixes, including for an issue where, after the player commits a crime on the roof of a building, NCPD officers would spawn behind the player's back.
Early on, the crashes were constant. Couldn’t get past the intro.
Eventually they became more occasional, but not until a few patches after the first “major” patch they released.
I’ll have to give this another try.
That being said, once you finish everything it really does feel empty. There's no repeatable content once the game is finished, unlike most other open world games. This is pretty unfortunate because I would sometimes just happen upon fun little notes and hiding spots. I'm sure there are tons of little details that will never be noticed because there's no drive to go out of your way and find them once all the other stuff is done.
I'm currently 40ish hours into a second playthrough (no more tertiary/secondary quest markers on the map, although I need to wait for a few more secondary quests to activate before completing the main quest line) of 1.61 and haven't had any freezes or crashes.
For the record, I highly recommend the game. It has great world building, gameplay, immersiveness, it feels alive in a way that I haven't felt about any game in a while.
I'm playing on Linux with an AMD GPU in Wayland. YMMV on Windows and/or nvidia and/or X.org.
Software stacks nowadays are such massive pieces of garbage that it is kind of surprising things are not falling apart repeatedly. Which also means having the "right" parts and pieces together you actually may see this happening, unfortunately.
Maybe 3-5 bugs, mostly small stuff. Only saw 1 dude randomly t-pose, and another (a civilian hiding from a shootout) slowly fade/sink into the earth. Maybe one hard crash, which isn't bad compared to the issues I'd see with FNV or Skyrim. In other words, played fine.
Cool setting, and the first half of the game is amazing -- blew me away -- but the gameplay is fairly repetitive otherwise; i.e. go here, kill people, collect loot, go here kill people, collect loot, go here don't kill people (stealth mission!), but then get in a shoot-out after you steal the thing and collect loot, etc.
Skyrim and FNV felt like you had more choices as to how you played, while GTA V had a lot more to do, like the silly Yoga minigames, or stock manipulation, or submarines and aircraft, etc. I played a bit of Shadowrun and CP2020 on the tabletop and I remember the old CP2020 Rulebook talking about "style over substance" and that's kinda how the game plays.
I'd grumble if I had paid full-price but am pretty satisfied at half, and I'd consider the DLC as long as it wasn't buggy as hell and got alright reviews.
For me it feels alive but like a diorama. You can't really interact with much, so once you stray from quests you really haven't got much to do.
Obligatory mention to check if you have "HDD Mode" disabled, with it enabled it reduces the NPC and vehicle count and variety. The game is also huge with day/night cycles, so there are times and places that have few NPCs.
This is one of the things that Oblivion and Skyrim did really well. You're just walking around randomly in a forest, see a small cabin, go to investigate, oh hmm some notes mentions a basement, but where? Oh there's a hidden door? Wut? A giant cave system, full with backstory notes of some guys trying to revive some old monster?!
This happened to me like 15 minutes into the game, and I spent a good hour or more (lost track of time) exploring the caves and fought the monster at the end.
You'd just stumble over these non-trivial quest locations, and for me that's something I've not really felt in other games. Almost all just confine you to the narrow path.
Cyberpunk actually has a lot of good environmental storytelling moments just wandering the city, but they don't capitalize and turn them into self driven exploration, the stories don't go anywhere.
An example might be the homeless thief living under the underpass near North Oak, there are two story beats, you find the first note suggesting where they live, then you find the spot and there is a second note, and that's it.
One day I see GPT or the like running with this. Dream up a couple themes for the game, region, NPCs, all of which are unique to your game, and then let the AI take you for a ride based on those. Kinda like a DM of a D&D game running with a fun idea that wasn't planned but could be cool.
It seems to be a casualty of the ever increasing time and expense needed to create a modern AAA game. Bethesda themselves are clearly suffering from this trap; their games are taking longer and longer to get released and get further “dumbed down” in each new title. I suspect this is one of the bigger contributing reasons for all the AAA studios going “games as a service”.
One bright spot: the, uh, upcoming Zelda title will absolutely scratch some of this itch. Somebody at Big N really took that “huge beautiful world, but mostly empty” BotW criticism to heart and sunk six years into addressing it. It’s honestly unbelievable.
Now, about detail ... for example, you have various people playing guitar in that game and players looked at it more closely and they are really playing what you hear, i.e. it is just not random animation. The game is filled with this sort of detail that, unfortunately, quite a lot of players miss / don't recognize. Which also means a lot of work went into these things.
Especially given how incentivized youtubers, news (basically blogs) sites, twitter, etc are all encouraged to be negative or at least drum up controversy for clicks.
I know for me I played Cyberpunk at launch and loved it, ran into a few bugs but it was nothing show stopping for me. But I was also playing on an Xbox Series X so I know I missed out on the issues with the old consoles and PC.
Edit: Just to be clear the game had major issues, it was enough to Playstation to delist it. But the actual state of reality and what it appears to be based on youtube and similar is not the same.
100% agreed on what you might call the youtube hate-sphere. So often it influences my friends and I have a really hard time convincing them to actually play things and see for themselves, instead of parroting negativity from YouTube. The gaming community has become really bad for mob mentality, and actively bullying based on bad information. It can be a very antagonistic environment.
The number of times I will be in a conversation about a game I have played and someone will confidently say the game sucked because of XYZ. But if you ask if they ever played it, of course not. They got their opinion from YouTube.
And I get it games are not cheap (however I will argue that even shorter single player games on a cost per hour is still one of the cheapest sources of entertainment out there). It is almost as if gamers view gaming as a winner take all situations. But for some reason gamers keep contributing to it and we have sites like IGN that just keeps fanning it with their “console wars” and other crap.
It's like that for everything, not just games. That's why most companies are very meticulous about managing their public image (and that of their products') - they know that "shit sticks" and that a negative slant to how the public perceives them can stay with them for years, and can hurt them a lot. Games is a peculiar industry, as multi-billion companies routinely release half-baked products full of bugs, get a ton of hate for it, and still manage to be profitable.
We get release dates sometimes a year or 2 in advance and yet maybe internally we (software engineers not in the games industry) have some idea of a release date but we sure don't share that publicly beyond maybe a month.
You could argue that there are pieces of this in movies, particularly in CGI and animated movies like Pixar. But from what I have seen a lot of that tends to be more finalized once we have a release date in that area. Maybe even at the rendering state.
I wish more games could follow a better software development pattern but it would be really hard to change the industry now it seems like. Gamers expect it and publishers expect it.
the bigger issue is that a lot of guides and reviews and forum posts about issues are still from 2020 and its not even the same game
so even of people that like the game its this whole bifurcated community
Think they could make a killing making it multiplayer, but doesn’t look like it’s happening.
Didn’t they announce they’re switching to UE5 for future games and not developing their own game engine further? Has that now changed?
Maybe the graphics and the technical side but it’s still not what it was promised. Sure I enjoyed it as a one off action game but it’s not the genre defining open world RPG they were hyping up for years. They can fix the technical problems, but “fixing” the story, characters, the quests, the world itself not gonna happen.
To be fair, I waited till it was stable enough and most the issued had been fixed (/r/patientgamer) but after that it has become the game of the decade for me that is as genredefining as half life or deus ex were.
Extraordinary claims require extraordinary evidence. Source me plz.
The attackers had full access to version control servers and therefore the ability to directly modify the versioned code without going through a normal commit process, giving them effectively unrestricted commit access.
The source code for many CDPR properties was later sold by the attackers.
Also a great overview of the general state of ray tracing, I feel similarly in that some might be placing far too much emphasis on Nvidia's perspective: that raytracing the holy grail of gaming right now, when we are forced to give up quite a lot for playable experiences.
Now granted, Intel ARC is facing a chicken-egg problem so it needs someone to adopt XeSS first to hopefully drive customer sales, but even as an Intel fanboi I would tell any gamedev that adopting ARC is a waste of time and resources right now.
The whole reason they didn't kill ARC to begin with is the volume + margin. Arc isn't profitable overall due to development costs, and margins aren't great, but on a per unit cost Intel is making money. Similar situation to when AMD started getting hot and heavy into console development.
Nvidia has no card in this price segment that is remotely worth considering.
So while the initial reviews were negative, the ARC A750 does get recommended as an option now.
But: One has to be okay with the fact that picking the ARC is a bit of a gamble, needs a processor/platform that supports resizable bar, and under Linux the card is slower than the 6600 even with rBar. So there are definitely reasons to get the AMD cards instead, but the A750 is absolutely worth considering by now.
Sources: The GN revisit, https://www.youtube.com/watch?v=b-6sHUNBxVg ; my benchmark collection, https://www.pc-kombo.com/us/benchmark/games/gpu/compare?ids%...
AMD’s cards lack performant ray tracing.
I'd recommend them to some friends, and actually a colleague of mine got the A770 and is very happy with that (besides the relatively high idle power consumption).
In fact, if you want a lot of VRAM for relatively cheap, the A770 is your best choice, e.g., compare a list of GPUs with 16 GB or more video memory, sorted ascending by price here in Austria (includes German merchants):
https://geizhals.at/?cat=gra16_512&xf=132_16384&sort=p#produ...
Cheapest is the Intel A770 -> 379 € (= 315.83 € without VAT)
The cheapest after that is the RX 6800 -> 527€ (439.16 € w/o VAT)
The cheapest that actually can also do AV1 encoding is the RX 7900 XT -> 846 € (705 € w/o VAT)
Sure, the RX 6800 packs quite a bit of additional performance (but not all features the Intel Arc's got, like AV1 encoding), but 150€ more might make it unaffordable for quite a few people, and depending on what they do with the card the A770 can be enough for a lot of midrange games (or AAA on midrange resolution/details), video processing, rendering, ...tldr; while not a hard recommendation for all general cases, the Arc series def. has its use, especially on lower budget and especially for use cases that do well with lots of VRAM or AV1 encoding/decoding for a relative low price.
“Hardcore” gamers are actually an extreme minority. Most people just cannot afford high-end hardware. $150-250 was always the most popular price point, the market just gouged during the crypto rush and moved cards up market…that do not sell.
Nvidia has stacks of 4070s and 4080s in stores that they cannot move
They are mostly currently benefitting from the "why not" aspect, where those larger teams already tasked with implementing DLSS3 are encouraged to also add FSR2 and XeSS. For everyone else, they're likely going to rely on the engine to provide support due to the timelines required to implement all 3 forms. Of which I believe it's why FSR2 adoption has been slower than expected. Engines like Unity only natively offer FSR1.0 and DLSS. Unreal being the only outlier here with plugins for all 3 options.
So really, in a way we can sort of see how FSR2 and XeSS benefit from each other's existence rather than having DLSS leave both completely behind purely due to market pressure.
Does Cyberpunk's path tracing finally allow this, or are the paths still limited to what is in view? Personally, I feel like proper reflections would be more useful and visually impressive for games than trying to render things as realistically as possible. I know that is a lot to ask with the current hybrid rendering approach, but I felt like ray/path tracing would address those issues from the start.
If it does work well, I will probably buy and play through it again. (Steam family sharing is a wonderful thing)
> I wonder if RT work is a lot less predictable than rasterization workloads, making workload distribution harder. For example, some rays might hit a matte, opaque surface and terminate early. If one shader engine casts a batch of rays that all terminate early, it could end up with a lot less work even if it’s given the same number of rays to start with.
Console platforms have a lifespan of about a decade, give or take a few years. Maybe we will see 4k 60fps PT next gen, so around 2030ish.
https://youtube.com/watch?v=1K8Br6jHkcs&pp=ygURZGYgY3liZXJwd...
Lumen is very impressive, but definitely not "much smarter" than all those technologies I mentioned.
Anyway, Lumen is basically targeting PS5, while path tracing is "PS6" territory. Path tracing is without a doubt the future, basically the holy grail of rendering. Lumen an intermediate step before the HW is strong enough.
https://youtube.com/watch?v=2GYXuM10riw
https://advances.realtimerendering.com/s2022/SIGGRAPH2022-Ad...
That's what makes ray tracing not an attractive proposition at the moment. Once it will become usable without upscaling, then it will be interesting.
If you're unfamiliar with computer graphics it's unhelpful to try to nitpick and just end up being incorrect. Antialiasing is not downscaling, and less data is never going to beat more data for visual fidelity.
> less data is never going to beat more data for visual fidelity
It has less data but better processing. That can look better sometimes.
Except it doesn't strictly have less data. It has multiple frames and other information to work with.
Of course if you set the internal resolution to 720p it's going to look bad, but there are cases where DLSS quite literally beats native when the internal resolution is close enough. And TXAA when implemented right is just 100% an improvement over non-TXAA in every case I've ever seen.
(I group TXAA and DLSS together because, generally speaking, they are the same sort of thing)
There’s a portion of the city where gigantic, nuclear-sized explosions happen at night.
Its not combat, but street light reflecting the rain!
I also went and tested the rain thing in the old psycho hybrid mode and yeah, that's hilarious. I have had weird "ghosting" with hybrid mode and this felt like the same thing but x100
Ads. They need clicks to get ad money. Reasonable, balanced commentary doesn't get attention, and no attention == no clicks.
This isn't a monstrous conspiracy, it's been a thing since well before Hearst make up phony headlines to sell newspapers.
Plus the team making the game hyped it up greatly and released a sub-standard product, all the more disappointing given that their previous games, like the Witcher 3, were excellent.
Recent reviews: Very Positive (80% of 7,171) https://store.steampowered.com/app/1091500/Cyberpunk_2077/
7.6 User score https://www.metacritic.com/game/xbox-series-x/cyberpunk-2077
https://www.metacritic.com/browse/movies/score/metascore/all...
Also, anime fangirling seems to be hitting new, previously unreached heights via Gen Z, and the steam reviews are full of quotez from it.
But I’m not the average gamer, I don’t configure my graphics to some "ultra" unplayable settings and then complain that my current gen computer can’t run the game.