This is what people envision when RT first started entering video games. This is the true potential of RT. The video gamey-ness of glowing character models and weirdly shiny surfaces is gone.
And this is only barely scratching the surface. Photon tracing is an endless spiral of increased graphic complexity and visual fidelity. This is just with 2 light bounces, imagine what actual 3d render applications do where they can take far more bounce calculations into consideration, as well as material opacity, refraction, density, etc. Everything we see is light. Being able to calculate light is paramount to videogame graphics. Hopefully soon the average player will also realize what the future of graphics it is that RT actually leads us towards, instead of calling it a gimmick tech.
I agree with you. I think the power of RT resides much more in GI than reflections. I love seeing how radiosity makes lighting a scene much more believable.
@@Real_MisterSir I think we'll hit diminishing returns. I'd be quite surprised if our brain can meaningfully discriminate the realism of a lighting scene beyond 3 bounces. I think it's one of those techs where our brain can clearly detect that something is "off" regarding the lighting but once you're over a certain hump it's "good enough" for our brain and we won't even notice any added quality above that.
@@Real_MisterSir Yes, sure, but 3D render applications also don't have time constraints, and it's fair to say that you get diminishing returns with higher and higher light bounces.
@@SolidSt8Dj So what you’re saying is NVIDIA gaslit their customers into buying hardware for a feature that won’t really be ready for another three and a half years, and when it arrives they still need to upgrade? Did I get that right? (According to all the white knighting I’m seeing, it looks like I did 😂)
tbh this is a way bigger step than a lot of people think, it's just a door being opened to the next stage of something actually looking "real", I've always hated the bad shadows and non-contact from objects and people, and it's finally fixed!!
@@Koozwad This is an open world game with a day and night cycle. In other words, lighting changes dynamically and constantly (the Achilles' heel of rasterization), and all that for a massive world. Rasterized Cyberpunk looks really good for what it is. But there's only so much you can do. If you go to forums frequented by game devs and artists, you'll hear them them all say repeatedly that lighting a game is extremely tedious and time consuming even for linear games with static light sources. Hoping for game devs to tinker to the same extent with the dynamic lighting of an open world game will increase those games' development length multiple times longer than even the bloated dev cycles we already have now. It's a practically impossible request. And the results can never look as correct as a physically accurate simulation of the way light works anyway. We're really close to what every CS nerd has called the holy grail of computer graphics for 40 years. Even as late as 10-15 years ago, everyone in the know still believed path tracing will always be confined to purely offline rendering. Now we have a path traced open world game running at 20 fps at 4K, 60 fps and above with some tricks. The sooner we can all move forward from rasterization and the hack after hack required for it, the better. It's served us well for the entire history of videogames but it's time to move on.
The performance is really not as bad as I expected. I remember studying physics-based rendering some 20 years ago, and it was just accepted that it will never be real-time in our lifetimes. The progress is so much faster than anyone expected.
I remember at the time in 2003, it took about 30mn (or even more) to calculate just a single image with this quality of raytracing in 3dsmax (sometimes we had to send the files and calculate with render houses don't know the term in english), now it's in real time @60 fps, it's just incredible.
@@huxcry78 We had a machine graphics course at the uni and while most of the guys did some stuff with OpenGL or DirectX, a few of us elected to do raytracing from scratch (no 3dmax or anything). I almost fried my prescott CPU rendering lol. Speaking of render houses, some guys actually made sort of distributed work farms, asking their friends to help rendering and sending them pieces of work. I was so proud my code was optimized enough so I could manage myself :)
They once said similar things about the z buffer just because it was a MB or so of memory lol The 5090 with its Ray tracing focused architecture should bring about the start of the end of rasterization. It’s had a good run and it still looks amazing(RE4 remake and dead space have phenomenal lighting) but it just has a hell of a time looking organic. It’s like simulating atoms on a classical computer it’s just too different.
@@doniscoming I mean, it's just one setting in one game. As someone looking at buying a mobile 4080 though it's depressing to think that it might be obsolete in two years when some crazy new tech comes out, LOL
Absolutely stunning. Especially the character models - that weird floaty glow is gone and it somehow makes the models look so much more convincing, even if the actual models didn’t change.
Yeah they're lit way more convincingly now. Overdrive shows way more contrast on their skin and clothing which better matches with the super contrasty environment.
Even though I love the game I'm about to mention, ghost of tsushima was really bad for this, like you'd see Mongols and other characters all lit up in dark areas and it sometimes just looked plane bad
The biggest feature lacking all these past years from character models which amplified the uncanny valley effect, was that self shadowing was highly inaccurate, especially on small details like the eyelids casting shadows to the eyes underneath them 1:40. As a professional 3D modeller I always found this so disappointing, putting so much effort in making a realistic character, only to have it look weird because of the game engine's limitations.
the craziest part is it looks this good even when all the assets and world was created for the rasterized lighting meaning when things are tailor made for the path traced lighting it will likely look even better, and wont have some of the weird areas like a room being completely dark.
Eyes, and then maybe they can finally get FLUIDS right. I'm still waiting for a game that shows a character BELIVABLY consuming beer from a clear glass mug...
Wow, I hadn't realized how flawed Psycho RT was. I already knew there would be some nice improvements in Overdrive RT, but this is even better than expected. Ray tracing is such a cool technology. Thanks for the video, Alex.
I felt it was odd at some places, as some shadows were missing and reflections looked different than the real scene, when there was lighting fx but yeah, the differences are huge. :D
@@PhilosophicalSock If it casts light by nature, then it will automatically be ray traced by default. You literally can't have a light source and not trace its rays with the overdrive mode enabled. It's an entirely different approach to the old form of RT, and much closer to what you'd see in pro 3D applications (albeit still at a far less complex level).
It's crazy how flashlight/nightvision was never in the game since it has so many dark areas. Remember needing that a lot when I played the game. Now with overdrive you'll need that even more.
I’m astounded at the lack of noise and fireflies in perf mode. The lack of ghosting is quite insane too. Edit: I’ve gotten to play more and noise is definitely covered by YT compression but there is still very little compared to last gen titles. I’ve seen the difference Restir makes in raw renders with no denoising and it’s simply many magnitudes superior. A raw ReStir image is very close to a final product. Edit: I see replies are arguing about the DLSS reconstruction but I should mention that the denoiser is what is eliminating noise and fireflies for the most part. In this case it’s the new ReStir NRD. Noise gets progressively worse as you decrease render resolution due to number of rays decreasing. You can have DLSS off and just change the internal res on other RT games and you will see the noise pattern doesn’t change between them (Fortnite, Portal RTX, and Minecraft RTX come to mind). It’s very easy to test denoising and improvements as all you have to do is go to any area only lit by indirect lighting. I have not played much of the update outside of hours of running the benchmark trying to fix frame gen screen tearing, but I have seen noise only on fine metal grates like the fans in the back of the outdoor area in the test scene, that’s only appears on DLSS Balanced and Perf 4K.
DLSS3 is so much better regarding all of that. DLSS performance looks almost as good as native, even hair fine details are preserved flawlessly in the newer versions.
@@D.Enniss what’s crazier is dlss 3 is already a night and day difference from launch dlss3, they just keep rapidly updating it. Hopefully FSR3 gets the same treatment
@@D.Enniss Thats DLSS2 3.x. DLSS3 "is" Frame generation. All the reconstruction and image resolve is available in DLSS2. Been saying 1440p or higher with DLSSp is the sweet spot, and it looks like it is for 3060ti or higher with this new update.
Holy... Can't wait for this to be the norm. Some scenes changed from "yeah looks great" to " that's real", no one would think missing such odd artifacts would change that much, but holy it does. P.s. am I the only one who hoped for them to show that store clerk scene which blew internet minds with how beautiful it looked?
Not for a while, it's gonna tank performance on anything but high end PC hardware. My hope is that this is integrated into UE5, so developer can enable it with ease. That will give this the widest reach
@Platinum I know, right? Like, go down an alley, take a screenshot, and compare it to a photo of some real trash bags, and it's quite difficult to tell the difference to the untrained eye!
This single handly solves so many visual annoyances I noticed throughout the game (unrealistic NPC lighting being one of the most notable for me) - Amazing to see!
And this is the core of the problem. instead of fixing incorrect lightning and use artistic approach, you can dump the entire open world scene to the $1000+ GPU to get it barely running at console level resolution performance while GPU owners like RTX 3090 can GTFO. The future is here...
@@J0rdan912 Maybe when you're less worried with spouting nonsense, you can find the time to search for the 3090s performance, theres even tests with 3060ti doing path tracing at 1080p with quality DLSS. And big lol at that "console level resolution" the home of upscaling and checkerboard rendering everything, hilarious.
Damn this looks soo much better. The side by side in the car with dex looks sick. Looks like the trailer. And then NPCs aren’t badly lit anymore with hero lighting. Makes them look far more real.
I’m super excited about this. I’m also worried about the huge amounts of UA-camrs that know NOTHING about how graphic technology works , and due to their lack of understanding in the subject. Will make a huge deal about the poor performance RT overdrive is going to have. And of course al the people with Gpus that cnat handle it will make even more noise. Because they don’t understand how terribly complex and demanding this is. Of course most hardware won’t run it. How could it!! I can see ignorants talking about how “cyberpunk is broken again” 🤦🏻♂️
There will be a lot of bitter people when they realise they can’t play this way on console ever & it’s basically locked behind a 4090 too. It’s basically a less than 1% of pc users can do this. But it DOES make cyberpunk look like the place you imagine when you play this world.
More games need modes like this. Add unrestricted LOD (render distance) settings as well and you'd never go back to an old game and find the visuals dated again. People complaining about settings like these because it doesn't run on most hardware are missing the point. Give it a few years and some gpu generations later and this will be a clear positive.
Absolutely. I imagine RTX 6000 and RDNA 5 (between architectural improvements, better image reconstruction and even better frame generation techniques) will have a field day with these settings.
@@lyserberg let's hope amd does kick thier raytracing tech up a notch. That, alongside a lack of features for stuff outside of gaming, is why I've been stuck with nvidia for years
@@kadupse Now go back to read what people commented about ray tracing a few years ago when it was introduced for video cards. Most people were sceptics about if it was a valid tech at all :)
@@kadupse This is what people forgot. Plus, nearly all graphics engine is worked on rasterisation FIRST, and then Ray Tracing. Maps are being made with rasterisation in mind, baked lighting, etc, not optimised for RT. Quake RT has proven that it's possible to have a game that uses RT only. Heck, we need more games like Fortnite, which RT gives an advantage, being able to see real time reflection.
Yeah i mean your right. but what will the gpu cost in further future?! its not normal how much these cost today. its crazy. hope the gpus in future wont be that expensive as today
Wow. If Rare Tracing launched like this in every game, I doubt anyone would have called it a gimmick. But looking at the performance numbers, it's clear why it didn't.
Well it couldn't of due to hardware limitations. But even then I think the limited ray tracing we have in most games is still a big step up over rasterization
Love the accurate lighting. What I really feel like needs tweaking to compensate is the exposure settings or possibly HDR settings. A lot of example shots felt too over / under exposed imo. But maybe that's just me being visually trained over the years to be used to seeing things in shadow. High contrast areas between sunlit and shadow zones would be the main offenders that may negatively affect gameplay - not seeing something important because it's too bright or dark for example.
From what I've heard HDR can help, but this also presents the image like a camera would in real life vs our eyes; some things are more overexposed than we'd see them and some things are underexposed. Either way, I also noticed that it's sometimes horrible for scene readability. The tech in this state could ruin a competitive shooter experience (regardless of framerate), whereas a single-player game built with this in mind could be a wonderful experience, because micro-reacting to a few pixels of an enemy 100 yards away in shadow is less important. I think bringing back readability will probably be the next step once we can run this tech well-perhaps with different modes for "situational awareness" or "immersion."
Yes, I've just commented about the same thing. This may be a physically more "correct" lighting model, however it looks as if they are not taking into account the way our eyes adapt to darkness and sunlight, i.e. the bright scenes look as if you've spent a lot of time in darkness and suddenly went outside in the middle of the day, and conversely the dark scenes are almost pitch black as if your eyes aren't adjusted to low light conditions.
Once you simulate light properly, you end up with those dynamic range issues in SDR. If you plan to play on SDR, going overdrive is probably a bit of wasted effort, it can't look quite right like this. You can't judge HDR content from a youtube video, if the video or your screen is not truely HDR. Overdrive is the tech enthusiast mode and that means playing on microLED or OLED in HDR (and not some crappy "HDR" LCD that doesn't even have 200+ backlight zones and peak brightness - thus can't really show the hightlights or shadow details in the scenes).
It's being treated as if it's viewed through a camera, not the human eye, which is fine for film, but becomes problematic when the assumption is that it's viewed through human eyes.
The first time I've ever looked at RT comparisons and literally said out loud, "holy shit!". And not even for a no-RT vs Overdrive-RT comparison, it was between current-RT and Overdrive. So excited for this!
First time I said “holy shit!” was when I first saw metro exodus rt lighting! Ever since then I’ve always known rt global illumination was the way to go
@@OutplayedChad Best thing is, thanks to DLSS Performance or Ultra, even those on 30 series cards can enjoy a playable Overdrive mode albeit with a resolution drop.
More than any other game I've played I want the devs to add like 3 more story campaigns on the same map. I have played through the story nearly twice and explored most of what the map has to offer, but I'll never get sick of the world and upgrades like these are begging for new stuff to do. Really excited for the DLC for this one.
Right? Most people here just watch the DF video covering the changes but don't actually go back to the game since there is little reason outside of the sightseeing
I can only hope that the new expansion will populate the city with a bunch of new quests and activities. The environment they built deserves to be stayed in for much longer.
Honestly that looks A LOT better than what I imagined. Hopefully RTX 5000 series GPU`s will pack a lot more RT Cores so they can handle new RayTracing tech, because these graphics are revolutionary honestly.
@@crestofhonor2349 Yep, VRAM as well, some of the 4000 series are laughable in amount of VRAM, only 4090 is safe, 4080 is on the verge, and everything below it is not worth it.
AdoredTV did a video on path tracing a few years ago. This is the fruition of those efforts. Beautiful. Now we are in the path tracing race, a new era of hardware is upon us.
You see a new technology and say "wow, that's amazing, it's so realistic!", then new tech comes and you say the same thing again. It's astonishing. I love it.
Impressive - And what a wonderful and extremely well-done illustrative tech review on how proper lighting radically transforms the mood and realism of graphics - Thanks Alex!
A game is not future proof because the way it looks but because of the story, how it plays, the replayability, the open world experience in this case. And because of that, this game did and will age pretty badly.
@@esaedvik bro said nothing about it being broken and lacking 'like this'. just implying his computer can't run it. reading comprehension is important kid
I've been patiently waiting for something like this. I had a feeling Cyberpunk would visually evolve at some point in the future and yeah, wow. This is amazing.
ReSTIR DI really transforms some of those scenes, a lack of shadows from non-major light sources truly hurts image quality! Can't wait to try this on my laptop 16gb 3080 (RIP)
I don't want to be that freak who always thinks sexually, but when we look at 1:42, the lighting of the characters makes such a big difference. The woman's chest, for example, is much more realistic and adds visual depth that I've often found lacking in characters. I look forward to more games with path tracing.
I'm rubbing my hands together imagining the twos of frames I'll be able to get on lower/mid-range RT-capable cards, and I'm not even kidding. This is so excellent.
"And for older rtx 3000 series cards we introduce RT Overdrive screenshot mode where you will be able to capture stunning views of the Night City." To be fair, if they introduced 1 keyboard button switch on-off to RT overdrive mode it would not be that terrible :p at least for screenshot enthusiasts 😅
@@Mike79745 I think it will be similar as with portal rtx. If you turn down settings/resolution and really take advantage of dlss 2 you can get this running on 30 series at playable framerates.
@@newkidondblock Dude lots of people have 4090s, you've been posting the same comment over and over again trying to flex as if a 4090 is some sort of priceless limited edition collector's item. No one cares if you have a 4090 or an Nvidia 256 bro.
Thanks DF team! I would love to see a video comparing RTX card performance ranging from at least 3070 and up, and 1080p/1440p resolution! Most of us aren't playing at 4K most likely 1080p. Crossing my fingers for this anyway, cheers !
@@adorablerainbowfist Does DLSS2 really affect input lag that much? DLSS looks so much better than upscaled 1080p in my experience that doesn't make sense to not enable it.
@@TK7-VB no it is still a buggy mess as it stands. I played it for maybe 8 hours just a couple of weeks ago and it would still glitch up with assets being broken and weird screen effects activating for no reason.
I would think any 40 series will do better than 30 sries just because of access to FrameGen. I'd be surprised that a 4070ti was getting drastically low fps with frame gen on
@@GrandHighGamer and therein lies the problem with scummy business practices and lazy developers. How is the 3000 series already obsolete? You need to buy these new, overpriced, oversized, power hungry piles of garbage to run anything.
It’s insane. I remember reading in old book that teaching computers to recognise speech and symbols is incredibly hard. Today we have neuralnets painting in requested style, voice assistants everywhere and freaking Chat GPT. I remember being impressed by lighting in prerendered cutscenes and CGI movies. Today we can calculate lighting real-time…
@@nicobenji0248 or on mid range 60xx cards in 2-3 years. I honestly hope more games think about players years from now playing the game for the first time.
7:05 *This is a big thing for Cyberjohn 2077* lmao Love your detailed analysis of this mode, it still seems tech like this getting to masses is still years away, but impressive progress nonetheless
My 4090 should also arrive in the coming days. Upgrading from a gtx 970. I started playing the game on ps5 a couple of months back but then held off. Thanks to crosssave I'll be able to jump right back in on pc. This is going to look so good on an oled in hdr.
Raytracing has been around since the early 80s but wasn't really used on films until the late 90s, and did get popular in the ArchViz community in the early 2000s. It was very impressive when any form of real-time raytracing was introduced with the RTX cards for gaming, and it seems we're very, very close to finally getting true, real-time, unbiased lighting from raytracing in games. Impressive!
Full blown path tracing is actually more recent than that. We were still using hybrid rasterization + ray tracing till around 2014 when Big Hero 6 started doing path tracing for Gobal Illumination with the introduction of Hyperion Renderer.
@@yfz450rider39 RDR2 lack bug futuristic cities? Yeah, indeed. But the nature, wilderness and overall stylistic consistency is on a level CDPR yet to master. For sure, some things in CP look great, fantastic even, but when we speak about "graphics in game A vs graphics in game B", RDR2 is better. Although, usually such discussions are not very helpful, because the perception of graphical fidelity is a pure thing of taste 😁
@@Lancelotxxx yep you will get the odd big game here and there. Mostly sponsored by graphic card companies that does this. Until that next gen in probably late 2027… it is a big change though. When people see it they will want it.
Unbelievable the technology can make Cyberpunk look even better.. My favourite thing about Override is that it does emissives, glows, the lighting in a way that is very realistically believable. What I mean is like.. for example, when you're painting human skin, a common thing to do is to, in the break from shadow to light, to have a reddish glow in that divide, simulating the light catching blood veins and such, creating a nice glow. I notice in override mode it seems to capture the same life experience in that, where when you're in such a bright environment from natural light, things glow and bloom and become very warm in colour tone on those edges as light punches into geometric corners and bleeds into it. 7:50 is one example, as with the blue container example before it where the lighting picked up colours of the environment as it reflects. The whole time-lapse near the end of the video, especially coming out of the subway and seeing all the npcs in that wonderful glow is so realistic.
Nah. Crysis was literally the best in every possible graphical aspects when it launched. Cyberpunk just isn’t. Textures, LOD, animations, volumetric effects etc. - all are mediocre or even subpar. It’s the lighting, shading and reflections that are outstanding with those new RT options.
@@Miha-ii3dy Sure dude, but the scale of the game and complexity is very different. Additionally Crysis was build for hi-end PC's. This game had to 'run' on toaster 1.3TF Xbox one.
@@W_Strone_Swiatla There’s nothing complex about it. AI/world simulation is completely barebones afterall. And in terms of scale; large unenterable buildings and tons of completely brain dead NPC’s that are just there for set dressing don’t make up “scale” - only the illusion of it.
@@Miha-ii3dy You can actually add textures to the list if you count modding (which, given the context of everything, I'm fine with counting the texture overhaul mod)
One of the biggest effects this will have on games is the simplified creation of game words. The amount of trickery that goes into making a game like Cyberpunk is insane. 4090 allowing 4K 90+ FPS with overdrive RT, we are not far off this being the norm at all levels of HW.
I hope you all test this on middle end 4000 series or higher end 3000 GPU's as well. I'd be particularly curious how the 3080/90, 4070 TI, 4080 etc handle it at lower resolutions like 1080p or 1440p
I can tell you now it's going to run like shit. Even the 4090 is going to cry trying to run this. At 1440p the 4090 with psycho rt was averaging 90 while DLSS was on. Remember, that's a card that performs 30-35% better than the 4080. This new RT setting is significantly harder to run so I'm expecting the 4090 to sit at MAYBE 60 average with DLSS at 1440p. Every other card out there will, without a doubt in my mind, be below 60fps while using those settings.
Like shit, thats how it will run haha. This is not something you can run without dlss, even at lower resolutions I expect anything below a 4080 to not get anywhere close to 60 fps. Just to highlight it, he wasnt using dlss quality or balanced in this video, it was performance mode. Thats basically around 1080p render resolution before the upscale, and even then the 4090 wasnt close to 60fps without dlss3
@@KaoruSugimura How? I own an RTX 4080 an 4K RT-Psycho I get an average of around 125FPS, Both on my own Local 4080 and GeForce Now 4080. A 4090 should get around 150FPS Average with the same settings, and RT-Overdrive should get around 100FPS on 4090 and I'd guess around 75 on a 4080. These are ALL With DLSS 3.0 Enabled though, without DLSS 3, The game is unplayable on every Desktop Class GPU in existence right now and will be till RTX 5090 comes out.
DLSS 2 performance mode at 4k means native resolution is 1080p. So a 4090 gets ~45fps at 1080p native in Overdrive mode that frame generation doubles to 90. Since path tracing is probably quite VRAM hungry, you can probably expect a 4080 getting half of that and weaker cards dropping off substantially, with 3000 series cards likely ending up in low double digits since they don't have the frame generation tech. Unfortunately DLSS degrades once native resolution drops below 1080p, so dropping resolution on those weaker cards will quickly start looking like shit. There simply arent enough pixels left to reconstruct a good image if you were to drop native resolution further. Anything 3 meters away would become a blurry, artifacting mess that would ruin the quality gained from the niceer scene lighting. Probably the bar of entry for overdrive mode will be a 4080 or even a 4070ti. Even then you'll not be looking at 60fps, unless tweaking settings can return some more substantial performance in that mode, wich isn't guaranteed (aside from alleviating VRAM bottlenecking by dropping texture quality).
Can’t wait to experience this on my pc or PS6 in 2030. Genuinely does look like a huge step up and fair play to CDPR for creating assets which really stand out in this new mode
@@MG-un9bh Well, he was playing at 2160p... 1440p could easy give you at least 30FPS. Not completely unplayable, and DLSS Quality may even make it better. (In the video he said he used DLSS performance and got 58FPS... that must be 1080p or something) What i'm wondering is how long would it take for console makers to launch hardware that has graphical feature parity.
This is crazy, definitely the best raytracing implementation in a game so far, I work with 3D software and it´s really amazing to see something like this being able to run in real-time, it´s very close to the kind of lighting we see when we render, we´re still far from getting the same results as a 3D render but this is promising, lighting is what really sells realism.
Lighting is useless if the polygon count and textures aren't there. I'm pretty sure Unrecorded uses Lumen, Nanite and yet it looks as good if not better because of the textures.
I just played Cyberpunk for the first time a few months ago on my 3080 at RT ultra and 1440p, and it was absolutely stunning with those settings (especially on a monitor capable of solid HDR). I can't wait to have hardware that will be able to run this more advanced RT implementation, although with the prices of the 4xxx series, I'll likely be waiting until the next gen comes around in a year and a half.
With some good management of DLSS (using DLSSTweaks tool), you should be able to squeeze in something between DLSS Ultra Performance and Performance (internal resolution-wise), then add some light sharpening through NVCP's Nvidia Image Scaling OR Freestyle filter. If needed, you could also consider lowering your horizontal amount of pixels from 16:9 (2560x1440) to 4:3 (1920x1440), adding two little black bars to your screen sides - or do the same vertically and turn your screen into a smaller ultrawide. Then the final step is trying to lock a lower-than-60fps framerate as your target, i.e. 40 or 50fps (especially good if your screen is G-Sync Compatible). Either way, I am convinced your 3080 can at least give you a taste of RT Overdrive.
@@syllo137 you're wrong. Any GPU can turn it on, it just isn't guaranteed to have any reasonable performance outcome. 2080ti can run it just fine with low resolution upscaling.
Watching this makes me feel like a kid again reading GamePro magazine, reading about the latest graphics tech. This is incredible work, nice job to the dev team!
I am an old gamer, but this looks like the shadows switched like to Doom 3 for me in the past. The step to Doom 3 shadows and lightning was crazy. This too...
@@matfax The overdrive mode is an official mode that will be available for everyone with the next update. So you'll have access to it with Geforce Now.
I really hope they're (finally) going to introduce V's reflection along with all of these changes. This omission already stuck out badly, but with all of this realistic lighting and reflections, it'll be totally immersion-breaking if it's still missing.
there is a mod that enables it but it is missing because of it looking really bad animation wise, even in shadows you can tell that the animations are very scuffed
There's a mod which gives you reflections of V. Only thing is the head is missing. But you'll see your reflection in metal surfaces and elevators and stuff, so I think it's worth it.
I want to note that for the best possible RTX, the game should initially be made for it, the lighting sources, and all this should be immediately calculated for RTX, otherwise we already see many projects where, as a result of using RTX in the game, everything completely turns into darkness, because the developers did a game for raster graphics and then just dropped the RTX
You can't just "drop the RTX", the game lightning generally looks more darker with raytracing because it's physically more realistic while the old rasterization techniques can't produce realistic dimly lit scenes with limited number of light sources casting shadows...
@@veduci22 But the lighting artist lit the game using rasterization + some minor raytracing. As a side effect more physically correct light transport will result in areas that are way different than the artist intended them to be, will look better in most cases just due to more physically correct behaviour, but can result in areas that have lighting that hinders gameplay.
It'll be fine don't worry. But seeing as most games are released unfinished we'll probably be getting an army of AI gaffers running around the game world sticking lights and diffusers to random objects and complaining about their working hours. And DF will be here telling us not to worry about the impact to performance in this pre-launch code since there's another army of AI HR employees running in the background patching them out of the game code.
The problem here is that scenes are still so dark considering rasterized lighting tends to be much brighter than reality.. real path traced lighting ends up looking great and realistic sure, but man it's just SO DARK I can't imagine trying to actually play the game in darker areas. I imagine artists will compensate for this as RT and PT becomes more common in the next decade
To be honest, the Enhanced Edition of Metro Exodus had the same wow factor when compared to the original, you should check it out if you haven't, DF also made a pretty cool video on it.
@@Totone56 i did like it but tbh i thought the originals lighting held up really well against the ray-tracing not as massive a difference as here but just my old man eyes opinion lol
The Metro Exodus Enhanced Edition actually runs quite well with my 3080 at 1080p. I wonder if that is the case for Cyberpunk. I really hope 3080 can make it.
Metro ain't path-traced though it's just 1 bounce of global illumination, a 4090 here in this video using DLSS performance (1080p) can do 59fps, a 4090 is 2x faster than a 3080 in RT. So expect around 30fps avg and around 25fps in more demanding scenes. If you're playing at 1440p you could use the balanced pre-set which is upscaling from 720p that would probs get you to 40-45fps.
Although the new Ray Tracing solution looks much better overall, it seems very over-exposed and blown out at times, and overly dark and lacking dark-level details at others, like the game wasn’t made with this lighting solution in mind.
This is how exposure works, The more drastic the lighting differences the stronger exposure compensation is needed. Try it with your phone camera walking inside your home and outside. Your eyes do this a bit better and balance things more, but sometimes games let the exposure do it's thing cause it's more cinematic. the reason this was less obvious before is cause the exposure differences were smaller due to the overall indirect lighting.
Yeah, right. We were promised 4K and 144+ fps level gaming six years ago and still even RTX 3090-4090 level GPU can struggle in average looking games sometimes while graphics doesn't really evolved since then.
@@RayzaNC I fully expect it to not run well on anything without DLSS3, but still I'd like to see just how poor performance is on 30 class cards and AMD GPUs.
@@RayzaNC I will see if I can use it in 3440x1440 without DLSS. But I am sure I can play it smoothly with just Frame Generation (no upscaling DLSS) using the 4090. Thats how I liked playing the game previously aswell.
@@Dakobra_ Well if the 4090 was getting 59 FPS in DLSS performance mode, then the slowest playable 30 series card at the same settings would be the 3090 at around 30 FPS.
@@m1ichi lol im off to work but enjoy today’s Crysis (benchmark like game). First game to push, technically cripple the best hardware on the market at this time lol. Im starting a new playthrough when i get home. Uggghh work lol
You need to compile the game yourself, in Unreal you can export the map on extreme high settings, only supporting by RTX 4090 cards or better. next gen consoles can't do nurbs models etc, needed for real Ray Tracing, overdrive RTX 4090 only, future gen consoles ?
@Ben Blanchard get your eyes checked, before I got an RTX card that could comfortably use RT, I played through this game without RT with Digital Foundry optimized settings and it was still one of the best games I've ever seen
@@digitalben420 the game still slaps anything even without RT, and with the overdrive RT literally nothing comes even close. The gameplay is something else. People love it or hate it, it doesn't matter. In terms of graphics nothing comes close. Its like crysis back in the day.
The Overdrive RT looks really good except for the super dark shadows. The shadows in some of those scenes gets so dark you can't make any details out in them, they can be like pitch black, and that doesn't seem realistic at all. Just look at the car at the 2:04 mark. Look at how pitch black the car is! It's parked under a pretty good sized street light and you still can't see the side of the car minus just a few details at the front and back. Looks terrible.
One of the bigger things I notice is that there is a whole lot less of aliasing now. With edges being softer due to RT they blend better and require less AA.
I feel like to appreciate the full capability of ray tracing, it needs to go hand-in-hand with an excellent HDR display. You need to be able to see the details in dark while seeing the high contrast from dynamic lighting
This is what people envision when RT first started entering video games. This is the true potential of RT. The video gamey-ness of glowing character models and weirdly shiny surfaces is gone.
And this is only barely scratching the surface. Photon tracing is an endless spiral of increased graphic complexity and visual fidelity. This is just with 2 light bounces, imagine what actual 3d render applications do where they can take far more bounce calculations into consideration, as well as material opacity, refraction, density, etc. Everything we see is light. Being able to calculate light is paramount to videogame graphics. Hopefully soon the average player will also realize what the future of graphics it is that RT actually leads us towards, instead of calling it a gimmick tech.
I agree with you. I think the power of RT resides much more in GI than reflections. I love seeing how radiosity makes lighting a scene much more believable.
@@Real_MisterSir I think we'll hit diminishing returns. I'd be quite surprised if our brain can meaningfully discriminate the realism of a lighting scene beyond 3 bounces. I think it's one of those techs where our brain can clearly detect that something is "off" regarding the lighting but once you're over a certain hump it's "good enough" for our brain and we won't even notice any added quality above that.
@@Real_MisterSir Yes, sure, but 3D render applications also don't have time constraints, and it's fair to say that you get diminishing returns with higher and higher light bounces.
@@Real_MisterSir amd is holding us back .
The Overdrive mode makes the psycho mode look like the raster mode.
Right
Yeah. This reminds me of the metro exodus enhanced Version that made the vanilla RT mode look rasterized.
the psycho is half rastorized
I wasn't expecting THAT much a difference.
@@gavinderulo12 i think this is better than metro exodus, this is full path traced
I actually didn't think it would be such an incredible step up from the previous ray tracing... Man it looks so much better.
It's a night (city) and day difference. This is what people were expecting when RT was initially hyped. Now, those false promises are reality.
@@SolidSt8Dj OHHHH I SEE WHAT YOU DID THERE HAHA!!! XDDDD
@@SolidSt8Dj So what you’re saying is NVIDIA gaslit their customers into buying hardware for a feature that won’t really be ready for another three and a half years, and when it arrives they still need to upgrade?
Did I get that right? (According to all
the white knighting I’m seeing, it looks like I did 😂)
@@SolidSt8Dj How is it "false promises"? They delivered didn't they?
This reminds me the way Metro Enhanced Edition uses only raytracing for lighting
tbh this is a way bigger step than a lot of people think, it's just a door being opened to the next stage of something actually looking "real", I've always hated the bad shadows and non-contact from objects and people, and it's finally fixed!!
Except. Minecraft did this years ago.
@@Wylie288 yeah but it's super stylised, this is the first realistic looking game anyway
They could've made the rasterisation look so much better, but they didn't - I gues to make RT/PT look better than it really is in comparison.
@@Koozwad This is an open world game with a day and night cycle. In other words, lighting changes dynamically and constantly (the Achilles' heel of rasterization), and all that for a massive world. Rasterized Cyberpunk looks really good for what it is. But there's only so much you can do.
If you go to forums frequented by game devs and artists, you'll hear them them all say repeatedly that lighting a game is extremely tedious and time consuming even for linear games with static light sources. Hoping for game devs to tinker to the same extent with the dynamic lighting of an open world game will increase those games' development length multiple times longer than even the bloated dev cycles we already have now. It's a practically impossible request. And the results can never look as correct as a physically accurate simulation of the way light works anyway.
We're really close to what every CS nerd has called the holy grail of computer graphics for 40 years. Even as late as 10-15 years ago, everyone in the know still believed path tracing will always be confined to purely offline rendering. Now we have a path traced open world game running at 20 fps at 4K, 60 fps and above with some tricks. The sooner we can all move forward from rasterization and the hack after hack required for it, the better. It's served us well for the entire history of videogames but it's time to move on.
no its not, its just a gimmick, the real step is UE5
The performance is really not as bad as I expected. I remember studying physics-based rendering some 20 years ago, and it was just accepted that it will never be real-time in our lifetimes. The progress is so much faster than anyone expected.
I remember at the time in 2003, it took about 30mn (or even more) to calculate just a single image with this quality of raytracing in 3dsmax (sometimes we had to send the files and calculate with render houses don't know the term in english), now it's in real time @60 fps, it's just incredible.
@@huxcry78 We had a machine graphics course at the uni and while most of the guys did some stuff with OpenGL or DirectX, a few of us elected to do raytracing from scratch (no 3dmax or anything). I almost fried my prescott CPU rendering lol. Speaking of render houses, some guys actually made sort of distributed work farms, asking their friends to help rendering and sending them pieces of work. I was so proud my code was optimized enough so I could manage myself :)
I agree, it's impressive that the 4090 can run this at around 60 with only DLSS 2
DLSS is such game changer.
They once said similar things about the z buffer just because it was a MB or so of memory lol
The 5090 with its Ray tracing focused architecture should bring about the start of the end of rasterization. It’s had a good run and it still looks amazing(RE4 remake and dead space have phenomenal lighting) but it just has a hell of a time looking organic. It’s like simulating atoms on a classical computer it’s just too different.
I wasn’t expecting it to look that much better. Thats amazing.
Yeah and it makes a fool out of anyone who bought a 3090 or 3090Ti promising great RayTracing 😅
@@doniscoming not surprising its future tech honestly.
@@doniscoming I’m waiting for the 5090 for this one lol
@@doniscoming I mean, it's just one setting in one game. As someone looking at buying a mobile 4080 though it's depressing to think that it might be obsolete in two years when some crazy new tech comes out, LOL
@@enzog1078 I’m waiting for the XX90 for this one lol
Absolutely stunning. Especially the character models - that weird floaty glow is gone and it somehow makes the models look so much more convincing, even if the actual models didn’t change.
Yeah they look way more grounded in the environment. Looks so much better.
Yeah they're lit way more convincingly now. Overdrive shows way more contrast on their skin and clothing which better matches with the super contrasty environment.
Soooo much less light leaking and better shadows.
Even though I love the game I'm about to mention, ghost of tsushima was really bad for this, like you'd see Mongols and other characters all lit up in dark areas and it sometimes just looked plane bad
The biggest feature lacking all these past years from character models which amplified the uncanny valley effect, was that self shadowing was highly inaccurate, especially on small details like the eyelids casting shadows to the eyes underneath them 1:40. As a professional 3D modeller I always found this so disappointing, putting so much effort in making a realistic character, only to have it look weird because of the game engine's limitations.
the craziest part is it looks this good even when all the assets and world was created for the rasterized lighting meaning when things are tailor made for the path traced lighting it will likely look even better, and wont have some of the weird areas like a room being completely dark.
1:41 One of my pet peeves is how the lower eyelids usually get those weird lighting in most video games, but Overdrive RT seems to solve them!
Yeah that's something I hated seeing in max RT settings before, the people still looked too weird. Now they look really good.
Eyes, and then maybe they can finally get FLUIDS right. I'm still waiting for a game that shows a character BELIVABLY consuming beer from a clear glass mug...
Looks like a totally different person, it's pretty insane tbh.
I was noticing that. It makes a huge difference
Very noticeable on their mouths too
Wow, I hadn't realized how flawed Psycho RT was. I already knew there would be some nice improvements in Overdrive RT, but this is even better than expected.
Ray tracing is such a cool technology. Thanks for the video, Alex.
I felt it was odd at some places, as some shadows were missing and reflections looked different than the real scene, when there was lighting fx but yeah, the differences are huge. :D
I feel like the addition of an in-game flashlight should have been bundled with this update
They should have embedded the already existing flashlight mod and make it ray traced too.
Oof, such a missed opportunity
there is a mod for it which might look so cool now
and some nightvision eye tech
@@PhilosophicalSock If it casts light by nature, then it will automatically be ray traced by default. You literally can't have a light source and not trace its rays with the overdrive mode enabled. It's an entirely different approach to the old form of RT, and much closer to what you'd see in pro 3D applications (albeit still at a far less complex level).
It's crazy how flashlight/nightvision was never in the game since it has so many dark areas. Remember needing that a lot when I played the game. Now with overdrive you'll need that even more.
I’m astounded at the lack of noise and fireflies in perf mode. The lack of ghosting is quite insane too.
Edit: I’ve gotten to play more and noise is definitely covered by YT compression but there is still very little compared to last gen titles. I’ve seen the difference Restir makes in raw renders with no denoising and it’s simply many magnitudes superior. A raw ReStir image is very close to a final product.
Edit: I see replies are arguing about the DLSS reconstruction but I should mention that the denoiser is what is eliminating noise and fireflies for the most part. In this case it’s the new ReStir NRD. Noise gets progressively worse as you decrease render resolution due to number of rays decreasing. You can have DLSS off and just change the internal res on other RT games and you will see the noise pattern doesn’t change between them (Fortnite, Portal RTX, and Minecraft RTX come to mind). It’s very easy to test denoising and improvements as all you have to do is go to any area only lit by indirect lighting.
I have not played much of the update outside of hours of running the benchmark trying to fix frame gen screen tearing, but I have seen noise only on fine metal grates like the fans in the back of the outdoor area in the test scene, that’s only appears on DLSS Balanced and Perf 4K.
DLSS3 is so much better regarding all of that. DLSS performance looks almost as good as native, even hair fine details are preserved flawlessly in the newer versions.
@@D.Enniss yeh nvidia is pushing their AI shit to the limits
on a 27" monitor dlss is super hard to tell the diff from quality to performance its crazy how good dlss can be
@@D.Enniss what’s crazier is dlss 3 is already a night and day difference from launch dlss3, they just keep rapidly updating it. Hopefully FSR3 gets the same treatment
@@D.Enniss Thats DLSS2 3.x. DLSS3 "is" Frame generation. All the reconstruction and image resolve is available in DLSS2. Been saying 1440p or higher with DLSSp is the sweet spot, and it looks like it is for 3060ti or higher with this new update.
Holy... Can't wait for this to be the norm.
Some scenes changed from "yeah looks great" to " that's real", no one would think missing such odd artifacts would change that much, but holy it does.
P.s. am I the only one who hoped for them to show that store clerk scene which blew internet minds with how beautiful it looked?
^ i wanna know too
Me three
@Matt 9:20
@Matt Maybe its the first brain dance
@@RazgrizWing I was thinking about that one too
This is definitely the future of lightning. I really hope games continue in this direction. The visual upgrade is absolutely insane.
The game still look like trash.
Not for a while, it's gonna tank performance on anything but high end PC hardware. My hope is that this is integrated into UE5, so developer can enable it with ease. That will give this the widest reach
@Platinum I know, right? Like, go down an alley, take a screenshot, and compare it to a photo of some real trash bags, and it's quite difficult to tell the difference to the untrained eye!
@@lgolem09l UE5 Dropped Ray Tracing all together and went with their own Lumin, or how ever it's called.
Now this average RPG/FPS with half the shit from E3 missing is a GOOD LOOKING average RPG/FPS with half the shit from E3 missing HELL YEAH
The short shootout clip at 10:00 is absolutely incredible oh my god, it looks like an actual movie.
After 5 years, we are finally reaching RDR2 level of graphics
@@Slydime917 RDR2 has a couple of good shaders and physics, but it has never been a graphically stunning video game.
@@cezarstefanseghjucan lmao wthat
@@cezarstefanseghjucan are you playing it in a Nvidia gt 710 😂
@@cezarstefanseghjucan You're delusional
This single handly solves so many visual annoyances I noticed throughout the game (unrealistic NPC lighting being one of the most notable for me) - Amazing to see!
And this is the core of the problem. instead of fixing incorrect lightning and use artistic approach, you can dump the entire open world scene to the $1000+ GPU to get it barely running at console level resolution performance while GPU owners like RTX 3090 can GTFO. The future is here...
@@J0rdan912 Early adopters gonna early adopt
@@J0rdan912 Maybe when you're less worried with spouting nonsense, you can find the time to search for the 3090s performance, theres even tests with 3060ti doing path tracing at 1080p with quality DLSS. And big lol at that "console level resolution" the home of upscaling and checkerboard rendering everything, hilarious.
This is the biggest one for me. NPCs dont stand out like plastic mannequins and look like they actually belong in the scene now.
@@J0rdan912 you talk like the 3090 is just something the common man owns. wtf.
Damn this looks soo much better. The side by side in the car with dex looks sick. Looks like the trailer. And then NPCs aren’t badly lit anymore with hero lighting. Makes them look far more real.
Which makes sense when you think about it.
The trailer was path traced, and now, so is the game!
I’m super excited about this.
I’m also worried about the huge amounts of UA-camrs that know NOTHING about how graphic technology works , and due to their lack of understanding in the subject. Will make a huge deal about the poor performance RT overdrive is going to have.
And of course al the people with Gpus that cnat handle it will make even more noise.
Because they don’t understand how terribly complex and demanding this is.
Of course most hardware won’t run it.
How could it!!
I can see ignorants talking about how “cyberpunk is broken again” 🤦🏻♂️
There will be a lot of bitter people when they realise they can’t play this way on console ever & it’s basically locked behind a 4090 too. It’s basically a less than 1% of pc users can do this. But it DOES make cyberpunk look like the place you imagine when you play this world.
The npcs aren't lit by hero lighting. Hero lighting is an artistic choice. The npc glow here is an artifact of the rasterized GI.
@@T1tusCr0w It's not locked behind a 4090. He's playing at 4K. I'm pretty positive I could play with 60fps with a 3080, overdrive RT, and DLSS on
More games need modes like this. Add unrestricted LOD (render distance) settings as well and you'd never go back to an old game and find the visuals dated again.
People complaining about settings like these because it doesn't run on most hardware are missing the point. Give it a few years and some gpu generations later and this will be a clear positive.
Absolutely. I imagine RTX 6000 and RDNA 5 (between architectural improvements, better image reconstruction and even better frame generation techniques) will have a field day with these settings.
@@lyserberg let's hope amd does kick thier raytracing tech up a notch. That, alongside a lack of features for stuff outside of gaming, is why I've been stuck with nvidia for years
@@kadupse Now go back to read what people commented about ray tracing a few years ago when it was introduced for video cards. Most people were sceptics about if it was a valid tech at all :)
@@kadupse This is what people forgot. Plus, nearly all graphics engine is worked on rasterisation FIRST, and then Ray Tracing. Maps are being made with rasterisation in mind, baked lighting, etc, not optimised for RT.
Quake RT has proven that it's possible to have a game that uses RT only. Heck, we need more games like Fortnite, which RT gives an advantage, being able to see real time reflection.
Yeah i mean your right. but what will the gpu cost in further future?! its not normal how much these cost today. its crazy. hope the gpus in future wont be that expensive as today
Wow. If Rare Tracing launched like this in every game, I doubt anyone would have called it a gimmick. But looking at the performance numbers, it's clear why it didn't.
also somehow it became associated only with reflections, when global illumination is the biggest ray tracing leap
Well it couldn't of due to hardware limitations. But even then I think the limited ray tracing we have in most games is still a big step up over rasterization
Going to have to wait until next-gen base consoles like the PS6 in 2028+ for path-traced games to become a reality.
@@Dangerman-zg3ui If you own a RTX 4000 series card it will be reality tomorrow.
@@Danuxsy true. But very far from the same budget.
Love the accurate lighting. What I really feel like needs tweaking to compensate is the exposure settings or possibly HDR settings. A lot of example shots felt too over / under exposed imo. But maybe that's just me being visually trained over the years to be used to seeing things in shadow. High contrast areas between sunlit and shadow zones would be the main offenders that may negatively affect gameplay - not seeing something important because it's too bright or dark for example.
From what I've heard HDR can help, but this also presents the image like a camera would in real life vs our eyes; some things are more overexposed than we'd see them and some things are underexposed. Either way, I also noticed that it's sometimes horrible for scene readability. The tech in this state could ruin a competitive shooter experience (regardless of framerate), whereas a single-player game built with this in mind could be a wonderful experience, because micro-reacting to a few pixels of an enemy 100 yards away in shadow is less important. I think bringing back readability will probably be the next step once we can run this tech well-perhaps with different modes for "situational awareness" or "immersion."
Yes, I've just commented about the same thing. This may be a physically more "correct" lighting model, however it looks as if they are not taking into account the way our eyes adapt to darkness and sunlight, i.e. the bright scenes look as if you've spent a lot of time in darkness and suddenly went outside in the middle of the day, and conversely the dark scenes are almost pitch black as if your eyes aren't adjusted to low light conditions.
Once you simulate light properly, you end up with those dynamic range issues in SDR. If you plan to play on SDR, going overdrive is probably a bit of wasted effort, it can't look quite right like this.
You can't judge HDR content from a youtube video, if the video or your screen is not truely HDR. Overdrive is the tech enthusiast mode and that means playing on microLED or OLED in HDR (and not some crappy "HDR" LCD that doesn't even have 200+ backlight zones and peak brightness - thus can't really show the hightlights or shadow details in the scenes).
Yeah it's treating it as if it were being viewed through a camera and not the human eye, which is a bit of a failure imo.
It's being treated as if it's viewed through a camera, not the human eye, which is fine for film, but becomes problematic when the assumption is that it's viewed through human eyes.
The first time I've ever looked at RT comparisons and literally said out loud, "holy shit!". And not even for a no-RT vs Overdrive-RT comparison, it was between current-RT and Overdrive. So excited for this!
I'm lucky enough to have a 4090 and played it just now and I'm blown away
@@jpw5820 Or when first trying out Far Cry with a softmodded ATU 9800SE in early 2004 for the first DX9/Pixel Shader 2.
It was night and day...
First time I said “holy shit!” was when I first saw metro exodus rt lighting! Ever since then I’ve always known rt global illumination was the way to go
@@OutplayedChad Best thing is, thanks to DLSS Performance or Ultra, even those on 30 series cards can enjoy a playable Overdrive mode albeit with a resolution drop.
@@stubbarn thats fantastic
More than any other game I've played I want the devs to add like 3 more story campaigns on the same map. I have played through the story nearly twice and explored most of what the map has to offer, but I'll never get sick of the world and upgrades like these are begging for new stuff to do. Really excited for the DLC for this one.
I've been playing this since day one, and I absolutely love the game world, characters, and story telling.
Right? Most people here just watch the DF video covering the changes but don't actually go back to the game since there is little reason outside of the sightseeing
I can only hope that the new expansion will populate the city with a bunch of new quests and activities. The environment they built deserves to be stayed in for much longer.
Played 140 hrs with Day 1 patch , got everything done . But never downloaded it again. Expansion is a must buy
Honestly that looks A LOT better than what I imagined.
Hopefully RTX 5000 series GPU`s will pack a lot more RT Cores so they can handle new RayTracing tech, because these graphics are revolutionary honestly.
More RT cores and way more Vram
@@crestofhonor2349 Yep, VRAM as well, some of the 4000 series are laughable in amount of VRAM, only 4090 is safe, 4080 is on the verge, and everything below it is not worth it.
Nvidia should stop wasting die on shader cores altogether !!
real question is, are the new skyscraper pc towers in production for the next nvidia graphics cards? :)
@@JustFun598 The 4050 should of been 8gb minimum, 12gb for the 4060, 16gb for the 4070, and 20gb for 4080
AdoredTV did a video on path tracing a few years ago. This is the fruition of those efforts. Beautiful. Now we are in the path tracing race, a new era of hardware is upon us.
You see a new technology and say "wow, that's amazing, it's so realistic!", then new tech comes and you say the same thing again. It's astonishing. I love it.
Impressive - And what a wonderful and extremely well-done illustrative tech review on how proper lighting radically transforms the mood and realism of graphics - Thanks Alex!
This is future proofing the game. It will look glorious in 2030 when I can afford to play it like this 👌🏼
By 2030 we would have already gotten the sequel to cyberpunk 2077 and just a 60 variant card would max out the first cyberpunk at 4k 60 plus
too bad many of the assets and textures feel rushed
Well am surely playing this tomorrow on my RTX4090.
@@Tanzu15 Yeah, the 8060 for 999,- because Nvidia
A game is not future proof because the way it looks but because of the story, how it plays, the replayability, the open world experience in this case. And because of that, this game did and will age pretty badly.
Overdrive gives a picture that i'm waited for years - no more glowing rasterized objects in dark scenes
This is incredible, can't wait to play it like this when i replay it in like 10 years
Geforce now stream service.
@@The.Shadovar That doesn't make the game better or not broken/lacking. They didn't say they can't run it on their system.
@@esaedvik bro said nothing about it being broken and lacking 'like this'. just implying his computer can't run it. reading comprehension is important kid
@petah yes it is
@@ReachTea yes, with the ultimate subscription
I've been patiently waiting for something like this. I had a feeling Cyberpunk would visually evolve at some point in the future and yeah, wow. This is amazing.
Same as the Voodoo drivers, on release, no support, later Quake !
It looks almost the same in every mode
@@DenkyManner use your eyes
ReSTIR DI really transforms some of those scenes, a lack of shadows from non-major light sources truly hurts image quality! Can't wait to try this on my laptop 16gb 3080 (RIP)
I don't want to be that freak who always thinks sexually, but when we look at 1:42, the lighting of the characters makes such a big difference. The woman's chest, for example, is much more realistic and adds visual depth that I've often found lacking in characters.
I look forward to more games with path tracing.
I'm rubbing my hands together imagining the twos of frames I'll be able to get on lower/mid-range RT-capable cards, and I'm not even kidding. This is so excellent.
"And for older rtx 3000 series cards we introduce RT Overdrive screenshot mode where you will be able to capture stunning views of the Night City." To be fair, if they introduced 1 keyboard button switch on-off to RT overdrive mode it would not be that terrible :p at least for screenshot enthusiasts 😅
@@Mike79745 I think it will be similar as with portal rtx. If you turn down settings/resolution and really take advantage of dlss 2 you can get this running on 30 series at playable framerates.
Well am surely enjoying those 100 fps with dlss3 on my 4090.
@@Mike79745 "and for first gen rtx 2000 series cards, we introduce the instant explosion button, where your PC immediately combusts into flames"
@@newkidondblock Dude lots of people have 4090s, you've been posting the same comment over and over again trying to flex as if a 4090 is some sort of priceless limited edition collector's item. No one cares if you have a 4090 or an Nvidia 256 bro.
Time for a new playthrough this looks incredible
Thanks DF team! I would love to see a video comparing RTX card performance ranging from at least 3070 and up, and 1080p/1440p resolution! Most of us aren't playing at 4K most likely 1080p. Crossing my fingers for this anyway, cheers !
Yeah I'm on a 4090 and when this update drops I'll be using 1080p so I can avoid the input lag that DLSS3 adds.
Isn’t that what performance mode already does? It’s rendering internally at 1080p to get the 59 fps you see before he enables dlss frame generation
@@adorablerainbowfist Does DLSS2 really affect input lag that much? DLSS looks so much better than upscaled 1080p in my experience that doesn't make sense to not enable it.
@@Coprium DLSS 2 doesn't add that much input lag, but DLSS 3 does.
Pretty sure RT Overdrive isn't supported on the 30 series
holy cow, some shots looks so real, especially this one on the right 5:48
Finally the graphics worthy of my 3dfx Voodoo!
Cant believe its been 2 years since December 2020 release, the game had a rough buggy start, pretty nice to see it be better
can't believe 1+1=2
I'd rather they spent time adding the features they promised before release than settings that can only run on a $1,600+ card.
@@zues287 Maybe the upcoming expansion will add some of those features
@petah 🤦
@@TK7-VB no it is still a buggy mess as it stands. I played it for maybe 8 hours just a couple of weeks ago and it would still glitch up with assets being broken and weird screen effects activating for no reason.
Please do a quick follow-up video with lower tier RTX cards. I wanna see how the rest of Nvidia's lineup hold up. Especially the RTX4070ti.
I would think any 40 series will do better than 30 sries just because of access to FrameGen. I'd be surprised that a 4070ti was getting drastically low fps with frame gen on
On RTX 4070 ti in 1440p results of fps after DLSS techniques will be similar
Not enough vrAm
If the 4090 can only hit 90 fps, anything from the 3000 generation is just going to catch fire.
@@GrandHighGamer and therein lies the problem with scummy business practices and lazy developers. How is the 3000 series already obsolete? You need to buy these new, overpriced, oversized, power hungry piles of garbage to run anything.
It’s insane. I remember reading in old book that teaching computers to recognise speech and symbols is incredibly hard. Today we have neuralnets painting in requested style, voice assistants everywhere and freaking Chat GPT. I remember being impressed by lighting in prerendered cutscenes and CGI movies. Today we can calculate lighting real-time…
I only imagined this stuff in the next decade, funny how it's our reality now. Next, phone will start doing raytracing 😂😂
The expansion is going to look so good
*on a 4000 series lol. With dlss3 enabled. But yes lol
@@nicobenji0248 or on mid range 60xx cards in 2-3 years. I honestly hope more games think about players years from now playing the game for the first time.
@@nicobenji0248 *on a 4-way SLI 4090 to achieve 24FPS.
7:05 *This is a big thing for Cyberjohn 2077*
lmao
Love your detailed analysis of this mode, it still seems tech like this getting to masses is still years away, but impressive progress nonetheless
Wow, this is truly a glimpse into the future. I have a 4090 coming tomorrow, Upgraded from a 1080ti. This will be the first game i will try with it!
RE3 with Ray Tracing is also quite beautiful, and not as bad as everyone is saying.
@@lgolem09l RE3 is hot garbage. try RE4
Oh man I'm excited for you, your face is gonna melt.
My 4090 should also arrive in the coming days. Upgrading from a gtx 970. I started playing the game on ps5 a couple of months back but then held off. Thanks to crosssave I'll be able to jump right back in on pc. This is going to look so good on an oled in hdr.
I made the same jump and the performance improvement is insane.
Raytracing has been around since the early 80s but wasn't really used on films until the late 90s, and did get popular in the ArchViz community in the early 2000s. It was very impressive when any form of real-time raytracing was introduced with the RTX cards for gaming, and it seems we're very, very close to finally getting true, real-time, unbiased lighting from raytracing in games. Impressive!
Full blown path tracing is actually more recent than that. We were still using hybrid rasterization + ray tracing till around 2014 when Big Hero 6 started doing path tracing for Gobal Illumination with the introduction of Hyperion Renderer.
Only people that don't understand RT technology would complain about it.
@@adrenalinejunkie3828 Not really for what's happening here
Holy shit. This is a completely different level.
I would love to play something like alien isolation with Overdrive RT
I'm hoping for this level of quality paired with VR in the next 10 years... that'd be amazing!
Amen! hdri oled headsets + raytracing global iluminatied scenes, and we will be fully immersed
Hear me out, there is a VR mod for this game
this looks 10x times better than I expected
This has to be the most immersive experience available, outside of straight up VR right? Looks phenomenal.
good graphics does not equal immersion, as an extreme example I'll take project zomboid over cyberpunk any day of the week
@@BombaJead I agree, but with the right setup mods, you can achieve that in Cyberpunk, no doubt. It's a gem.
@@_K_e_y yeah mods can be pretty impressive
@@BombaJead i think night city is one of the most immersive game settings ever created
@@BombaJead Lol. Nope.
Cyberpunk was already one of the best looking games out there, and now it looks even better in ever way possible!! Can't wait to try it out!
Nah, not even close to graphics consistency of RDR2. But pretty =)
@@FreelancerND Red Dead looks great, nighttime in the city looks damn beautiful. But lacks in many many areas compared to Cyberpunk.
@@yfz450rider39 RDR2 lack bug futuristic cities? Yeah, indeed. But the nature, wilderness and overall stylistic consistency is on a level CDPR yet to master. For sure, some things in CP look great, fantastic even, but when we speak about "graphics in game A vs graphics in game B", RDR2 is better.
Although, usually such discussions are not very helpful, because the perception of graphical fidelity is a pure thing of taste 😁
Still gta 5 is prettiest looking game especialy when you fly a plane over the city at night.
This looks incredible and just a small step behind full path tracing. Wow!
i cant believe that video games are genuinely starting to look like offline renders. thats amazing
This is what the true next generation of gaming is.
wont happend until the PS6 on console, which mean most AAA wont even bother making their engine able to do such amazing graphics...
Yeah good looking games that run like shit and have no gameplay or substance behind them.
@@Lancelotxxx yep you will get the odd big game here and there. Mostly sponsored by graphic card companies that does this. Until that next gen in probably late 2027… it is a big change though. When people see it they will want it.
@@Lancelotxxx ps7 lol
TaskForceGhost99 !!! yeah, true next generation of gaming is all show and no go
Wow the changes in lighting make even the character models look so much better
Cyberpunk 2077 was the main reason for me building a pc
yo. Same here. I bought a new monitor too because of the Cyberpunk hype. Build was with a 1660 super
Unbelievable the technology can make Cyberpunk look even better..
My favourite thing about Override is that it does emissives, glows, the lighting in a way that is very realistically believable. What I mean is like.. for example, when you're painting human skin, a common thing to do is to, in the break from shadow to light, to have a reddish glow in that divide, simulating the light catching blood veins and such, creating a nice glow.
I notice in override mode it seems to capture the same life experience in that, where when you're in such a bright environment from natural light, things glow and bloom and become very warm in colour tone on those edges as light punches into geometric corners and bleeds into it.
7:50 is one example, as with the blue container example before it where the lighting picked up colours of the environment as it reflects. The whole time-lapse near the end of the video, especially coming out of the subway and seeing all the npcs in that wonderful glow is so realistic.
Pretty nice graphics improvement...BUTTTTTT can we start talking about the physics and obviously the CARRRRR PHYSICS????
The way Control felt like the first 9th gen game this feels like the first 10th gen game
Cyberpunk really is this generation's Crysis.
Absolutely incredible visuals.
Nah. Crysis was literally the best in every possible graphical aspects when it launched. Cyberpunk just isn’t.
Textures, LOD, animations, volumetric effects etc. - all are mediocre or even subpar. It’s the lighting, shading and reflections that are outstanding with those new RT options.
@@Miha-ii3dy Sure dude, but the scale of the game and complexity is very different. Additionally Crysis was build for hi-end PC's. This game had to 'run' on toaster 1.3TF Xbox one.
@@W_Strone_Swiatla There’s nothing complex about it. AI/world simulation is completely barebones afterall.
And in terms of scale; large unenterable buildings and tons of completely brain dead NPC’s that are just there for set dressing don’t make up “scale” - only the illusion of it.
@@Miha-ii3dy You can actually add textures to the list if you count modding (which, given the context of everything, I'm fine with counting the texture overhaul mod)
One of the biggest effects this will have on games is the simplified creation of game words. The amount of trickery that goes into making a game like Cyberpunk is insane. 4090 allowing 4K 90+ FPS with overdrive RT, we are not far off this being the norm at all levels of HW.
I hope you all test this on middle end 4000 series or higher end 3000 GPU's as well. I'd be particularly curious how the 3080/90, 4070 TI, 4080 etc handle it at lower resolutions like 1080p or 1440p
I can tell you now it's going to run like shit. Even the 4090 is going to cry trying to run this. At 1440p the 4090 with psycho rt was averaging 90 while DLSS was on. Remember, that's a card that performs 30-35% better than the 4080. This new RT setting is significantly harder to run so I'm expecting the 4090 to sit at MAYBE 60 average with DLSS at 1440p. Every other card out there will, without a doubt in my mind, be below 60fps while using those settings.
Like shit, thats how it will run haha. This is not something you can run without dlss, even at lower resolutions I expect anything below a 4080 to not get anywhere close to 60 fps.
Just to highlight it, he wasnt using dlss quality or balanced in this video, it was performance mode. Thats basically around 1080p render resolution before the upscale, and even then the 4090 wasnt close to 60fps without dlss3
@@KaoruSugimura How? I own an RTX 4080 an 4K RT-Psycho I get an average of around 125FPS, Both on my own Local 4080 and GeForce Now 4080.
A 4090 should get around 150FPS Average with the same settings, and RT-Overdrive should get around 100FPS on 4090 and I'd guess around 75 on a 4080.
These are ALL With DLSS 3.0 Enabled though, without DLSS 3, The game is unplayable on every Desktop Class GPU in existence right now and will be till RTX 5090 comes out.
DLSS 2 performance mode at 4k means native resolution is 1080p. So a 4090 gets ~45fps at 1080p native in Overdrive mode that frame generation doubles to 90. Since path tracing is probably quite VRAM hungry, you can probably expect a 4080 getting half of that and weaker cards dropping off substantially, with 3000 series cards likely ending up in low double digits since they don't have the frame generation tech. Unfortunately DLSS degrades once native resolution drops below 1080p, so dropping resolution on those weaker cards will quickly start looking like shit. There simply arent enough pixels left to reconstruct a good image if you were to drop native resolution further. Anything 3 meters away would become a blurry, artifacting mess that would ruin the quality gained from the niceer scene lighting.
Probably the bar of entry for overdrive mode will be a 4080 or even a 4070ti. Even then you'll not be looking at 60fps, unless tweaking settings can return some more substantial performance in that mode, wich isn't guaranteed (aside from alleviating VRAM bottlenecking by dropping texture quality).
Isn't DLSS 3 only available 40 series onwards?
Can’t wait to experience this on my pc or PS6 in 2030. Genuinely does look like a huge step up and fair play to CDPR for creating assets which really stand out in this new mode
You can experience all 5 cars driving on the map at any time all in perfect 4k raytracing™
Haha, now i wonder how consoles will catch up with the master race this time.
@@Splarksztermasterrace😂😂😂. Yeah you mean the masterscam where people are buying graphiccards for 1500$ for playing cyberpunk in 18 fps😂😂
@@MG-un9bh Well, he was playing at 2160p... 1440p could easy give you at least 30FPS.
Not completely unplayable, and DLSS Quality may even make it better. (In the video he said he used DLSS performance and got 58FPS... that must be 1080p or something)
What i'm wondering is how long would it take for console makers to launch hardware that has graphical feature parity.
@@MG-un9bh 🤡
Finally, E3 graphics.
This is crazy, definitely the best raytracing implementation in a game so far, I work with 3D software and it´s really amazing to see something like this being able to run in real-time, it´s very close to the kind of lighting we see when we render, we´re still far from getting the same results as a 3D render but this is promising, lighting is what really sells realism.
Lighting is useless if the polygon count and textures aren't there. I'm pretty sure Unrecorded uses Lumen, Nanite and yet it looks as good if not better because of the textures.
I like the tech advancements in this update, but I think most places could use a bit of fill light to make enemies more visible.
def get the flashlight mod if you're on PC
I mean this update is on pc only anyways
they should add a light attachment to your character or your weapons. Maybe eve some sort of night vision properties to your eyes
I just played Cyberpunk for the first time a few months ago on my 3080 at RT ultra and 1440p, and it was absolutely stunning with those settings (especially on a monitor capable of solid HDR). I can't wait to have hardware that will be able to run this more advanced RT implementation, although with the prices of the 4xxx series, I'll likely be waiting until the next gen comes around in a year and a half.
With some good management of DLSS (using DLSSTweaks tool), you should be able to squeeze in something between DLSS Ultra Performance and Performance (internal resolution-wise), then add some light sharpening through NVCP's Nvidia Image Scaling OR Freestyle filter.
If needed, you could also consider lowering your horizontal amount of pixels from 16:9 (2560x1440) to 4:3 (1920x1440), adding two little black bars to your screen sides - or do the same vertically and turn your screen into a smaller ultrawide.
Then the final step is trying to lock a lower-than-60fps framerate as your target, i.e. 40 or 50fps (especially good if your screen is G-Sync Compatible).
Either way, I am convinced your 3080 can at least give you a taste of RT Overdrive.
@@TheDravic except from 3000 series only 3090 supports RT overdrive at 30fps FHD for whatever reason
@@syllo137 you're wrong. Any GPU can turn it on, it just isn't guaranteed to have any reasonable performance outcome. 2080ti can run it just fine with low resolution upscaling.
Wow.... The visuals really look fresh and different. 😮❤
9:59 I never could have imagined that games would ever look that good in my lifetime. Damn.
Thanks for the video Alex, it really does look beautiful with Overdrive enabled!
Looks incredible. Stuff I couldn't even dream of 15 years ago.
Watching this makes me feel like a kid again reading GamePro magazine, reading about the latest graphics tech.
This is incredible work, nice job to the dev team!
I am an old gamer, but this looks like the shadows switched like to Doom 3 for me in the past. The step to Doom 3 shadows and lightning was crazy. This too...
This looks awesome! I can't wait to play it in 2035 when such performance is affordable :)
There's GeForce Now but it doesn't allow modding.
@@matfax no one wants to play games with a 100ms delay.
@@matfax The overdrive mode is an official mode that will be available for everyone with the next update. So you'll have access to it with Geforce Now.
@@joemarais7683 I have 12ms with Geforce Now (less than a frame), it's perfectly playable. You obviously don't know what you're talking about.
@@joemarais7683 It doesn't have that latency, unless your server is very far away. It's likely in a 15-30 range in most countries.
I really hope they're (finally) going to introduce V's reflection along with all of these changes. This omission already stuck out badly, but with all of this realistic lighting and reflections, it'll be totally immersion-breaking if it's still missing.
there is a mod that enables it but it is missing because of it looking really bad animation wise, even in shadows you can tell that the animations are very scuffed
V having reflection means for v having an entire 3rd person model with animations and stuff......they probably won't do it
There's a mod which gives you reflections of V. Only thing is the head is missing. But you'll see your reflection in metal surfaces and elevators and stuff, so I think it's worth it.
What are those?
I want to note that for the best possible RTX, the game should initially be made for it, the lighting sources, and all this should be immediately calculated for RTX, otherwise we already see many projects where, as a result of using RTX in the game, everything completely turns into darkness, because the developers did a game for raster graphics and then just dropped the RTX
You can't just "drop the RTX", the game lightning generally looks more darker with raytracing because it's physically more realistic while the old rasterization techniques can't produce realistic dimly lit scenes with limited number of light sources casting shadows...
@@veduci22 But the lighting artist lit the game using rasterization + some minor raytracing. As a side effect more physically correct light transport will result in areas that are way different than the artist intended them to be, will look better in most cases just due to more physically correct behaviour, but can result in areas that have lighting that hinders gameplay.
RTX is a product, not a technique.
It'll be fine don't worry. But seeing as most games are released unfinished we'll probably be getting an army of AI gaffers running around the game world sticking lights and diffusers to random objects and complaining about their working hours. And DF will be here telling us not to worry about the impact to performance in this pre-launch code since there's another army of AI HR employees running in the background patching them out of the game code.
Definitely, not to mention the roughness of a material is exaggerated for use in rasterization and often look too shiny when ray tracing is applied.
The problem here is that scenes are still so dark considering rasterized lighting tends to be much brighter than reality.. real path traced lighting ends up looking great and realistic sure, but man it's just SO DARK I can't imagine trying to actually play the game in darker areas. I imagine artists will compensate for this as RT and PT becomes more common in the next decade
This is really exciting and I'm really happy CDPR has implemented this.
we in the future fr fr ong
Holy shit some of the spot in Overdrive setting could be used for movie backdrops or even as scene itself
You trippin’ homie
It's surreal to see this running at 120fps everything maxed on my 4090/13900K at 3440x1440. DLSS is a true game-changer.
Awesome! Are we going to get more content on this? I'd love to see how more midrange RTX cards can handle this with DLSS.
All obsolete due to low VRAM😂😂😂😂😂
The patch is coming out in a couple of hours so a lot of people are going to publish videos on it soon.
Not gonna happen....not even with dlss or fsr
@@noobwow2009 Also lack of power
@Matt It's 4/11 where I live now?? lol 🤣🤣
First ray-tracing ive seen that to me is worth the cost, game looks generation's ahead of the previous version
To be honest, the Enhanced Edition of Metro Exodus had the same wow factor when compared to the original, you should check it out if you haven't, DF also made a pretty cool video on it.
@@Totone56 i did like it but tbh i thought the originals lighting held up really well against the ray-tracing not as massive a difference as here but just my old man eyes opinion lol
@@dun0790 Well the Digital Foundry video contains some shots where it looks like a totally different game, it's quite interesting !
This is much more impressive because of the city environment.
Very interesting and even more promising. Looking forward to watching a deep dive into that thing.
This is the new "will it run Crysis?" moment lol.
Nope
The Metro Exodus Enhanced Edition actually runs quite well with my 3080 at 1080p. I wonder if that is the case for Cyberpunk. I really hope 3080 can make it.
They got that thing running on the consoles at 60FPS. Those devs don't get enough credit for what they were able to pull off.
Metro ain't path-traced though it's just 1 bounce of global illumination, a 4090 here in this video using DLSS performance (1080p) can do 59fps, a 4090 is 2x faster than a 3080 in RT. So expect around 30fps avg and around 25fps in more demanding scenes. If you're playing at 1440p you could use the balanced pre-set which is upscaling from 720p that would probs get you to 40-45fps.
You are gonna get 30fps at native 1080p.
@Pang Bang Dang I'd love to see your math on that.
Metro doesn't have path-traced reflections which helps its performance
Although the new Ray Tracing solution looks much better overall, it seems very over-exposed and blown out at times, and overly dark and lacking dark-level details at others, like the game wasn’t made with this lighting solution in mind.
This is how exposure works, The more drastic the lighting differences the stronger exposure compensation is needed. Try it with your phone camera walking inside your home and outside.
Your eyes do this a bit better and balance things more, but sometimes games let the exposure do it's thing cause it's more cinematic. the reason this was less obvious before is cause the exposure differences were smaller due to the overall indirect lighting.
I hope an entry level graphics card of six years or so in the future can do the overdrive ray tracing at 1440p with 60 or more fps.
Yeah, right. We were promised 4K and 144+ fps level gaming six years ago and still even RTX 3090-4090 level GPU can struggle in average looking games sometimes while graphics doesn't really evolved since then.
This video explaines it the best! Great job
This looks absolutely stunning. I can't wait to see it benchmarked on non-40 series GPUs lol
it's unplayable without DLSS3
@@RayzaNC FSR3 should do the job too
@@RayzaNC I fully expect it to not run well on anything without DLSS3, but still I'd like to see just how poor performance is on 30 class cards and AMD GPUs.
@@RayzaNC I will see if I can use it in 3440x1440 without DLSS. But I am sure I can play it smoothly with just Frame Generation (no upscaling DLSS) using the 4090. Thats how I liked playing the game previously aswell.
@@Dakobra_ Well if the 4090 was getting 59 FPS in DLSS performance mode, then the slowest playable 30 series card at the same settings would be the 3090 at around 30 FPS.
Wow this is actually pretty amazing!
Finally getting the visuals I envisioned at E3 years ago. Next gen. 😊
My thoughts exactly, it took them a while but we got there, any just before the dlc too!
Play HFW on Ps5 it looks next gen in many scenes. Criminally underrated
@@m1ichi lol im off to work but enjoy today’s Crysis (benchmark like game). First game to push, technically cripple the best hardware on the market at this time lol. Im starting a new playthrough when i get home. Uggghh work lol
You need to compile the game yourself, in Unreal you can export the map on extreme high settings, only supporting by RTX 4090 cards or better.
next gen consoles can't do nurbs models etc, needed for real Ray Tracing, overdrive RTX 4090 only, future gen consoles ?
Wow, just wow. This is the best of the best i have ever seen in any videogame. What a day to be a gamer
Cyberpunk still unmatched in terms of graphics 3 years later. Even without RT it still slaps, but with overdrive it looks seriously insane.
Metro Exodus Enhanced Edition looks than OG Cyberpunk, but it's not as big in scale so not a fair comparison.
Hard disagree. This game looks like total trash without all the bells and whistles turned on.
No one's touching CP till GTA6 comes out in a couple more years.
@Ben Blanchard get your eyes checked, before I got an RTX card that could comfortably use RT, I played through this game without RT with Digital Foundry optimized settings and it was still one of the best games I've ever seen
@@digitalben420 the game still slaps anything even without RT, and with the overdrive RT literally nothing comes even close. The gameplay is something else. People love it or hate it, it doesn't matter. In terms of graphics nothing comes close. Its like crysis back in the day.
this just shows how amazingly brilliant all the Art assets of the game are.
This is a level of change literally NO one could argue about. It's literally night and day differences in some cases 😂
Yeah, the FPS drop compared to psycho mode is also night and day.
The Overdrive RT looks really good except for the super dark shadows. The shadows in some of those scenes gets so dark you can't make any details out in them, they can be like pitch black, and that doesn't seem realistic at all. Just look at the car at the 2:04 mark. Look at how pitch black the car is! It's parked under a pretty good sized street light and you still can't see the side of the car minus just a few details at the front and back. Looks terrible.
One of the bigger things I notice is that there is a whole lot less of aliasing now. With edges being softer due to RT they blend better and require less AA.
That’s not really how that works.
That's probably due to dlss, not RT
I feel like to appreciate the full capability of ray tracing, it needs to go hand-in-hand with an excellent HDR display. You need to be able to see the details in dark while seeing the high contrast from dynamic lighting
Crysis walked so Cyberpunk could run.
This video makes it very clear that Ray tracing (or a close successor) will be vital in developing realistic 3D worlds.