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Get DLSS 3.5 Ray Reconstruction in Phantom Liberty Now without Path Tracing Thanks to a DLSS Hack

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Hot on the heels of news that DLSS 3.5 Ray Reconstruction can be made to work with DLAA (DLSS at native resolution) using a DLSS-modding utility, we're coming across yet another hack. This one gets you to use DLSS 3.5 Ray Reconstruction on Cyberpunk Phantom Liberty without the need for Path Tracing, and using the game's regular ray tracing technology. Path tracing is very hardware intensive feature, and in our testing, we've only been able to get playable frame-rates at 4K Ultra HD using the two fastest GPUs in the market, the RTX 4090 and RTX 4080. A user on Reddit discovered how to get Phantom Liberty to use regular ray tracing with Ray Reconstruction. We don't know who the original author of this hack is, but it was re-posted to Reddit by Daemoni73. Here are the steps:

  • Launch Cyberpunk 2077, enable Ray Tracing and DLSS Super Resolution (in other words apply your preferable settings).
  • Exit the game and go to your %LOCALAPPDATA%\CD Projekt Red\Cyberpunk 2077 and open the UserSettings.json file.
  • Search for "DLSS_D", set the "value" and "default_value" from "false" to "true".
  • Save the config file and set it as "read only".
  • Launch the game and play with Ray Tracing and DLSS Ray Reconstruction.


View at TechPowerUp Main Site | Source
 
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Another example though.

Nvidia limiting who uses what and when, broken in days.

Is this what legit market segregation looks like?!?.
 
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Another example though.

Nvidia limiting who uses what and when, broken in days.

Is this what legit market segregation looks like?!?.
It is technically still in the testphase. Does Ray Reconstruction even work properly without pathtracing? Since it is trained for that.
 
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I really don't get it, you can call me an AMD fanboy all you want but explain to me how is Nvidia not constantly trying to lock out features on their own GPUs to trick users into buying their most expensive products. They limited it to path tracing knowing full well only a few of their 1000$+ GPUs can run that, it's exceedingly bizarre because as I understand this is supposed to work on non 4000 series cards as well so why are they so hell bent on limiting it's use ?
It is technically still in the testphase. Does Ray Reconstruction even work properly without pathtracing? Since it is trained for that.
"Ray Reconstruction" is just a better denoiser, it can work on everything.
 
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Dazz023

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Manually editing game's config file is considered as DLSS hacking nowadays... Character faces look really smudgy and there is a lot of ghosting in low light conditions. No wonder CDPR decided to keep it off without pathtracing enabled.
 
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explain to me how is Nvidia not constantly trying to lock out features on their own GPUs to trick users into buying their most expensive products. They limited it to path tracing knowing full well only a few of their 1000$+ GPUs can run that, it's exceedingly bizarre because as I understand this is supposed to work on non 4000 series cards as well so why are they so hell bent on limiting it's use ?

Sure, it's clearly meant to diffetentiate "peasant" GPUs from "PC Master Race Unit", which is just the fastest card or two of the current generation. Also, it clearly favors Ada cards, so no cheating and trying to enjoy the games with a generation old card - even if it's RTX 3090 Ti you overpaid like crazy during cryptomadness.

It's basically the same as with DLSS Frame Generation - which only works on Ada cards (probably only driver limitation, not a real hardware justification), and only works as intended if you already have high enough FPS - so not usable to push slow cards from below 60 FPS to usable frame rate.

But all of this doesn't matter anyway, apparently Nvidia is shipping tonns and tonns of AI acceleration cards which have much higher margins, so gaming cards will sooner or later start becoming scarce and their prices will therefore shoot up - from already absurdly high levels.
 
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CP 2.0 is a hot mess when it comes to graphic settings. They'll change on you without being reflected in menu's, and thats before every RT mode looking soft and lowres.
 
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I knew nGreedia were just being nGreedia over this Ray Reconstruction feature.

It's nothing to do with DLSS, but they needed a feature to market DLSS and also give people a more compelling reason to use it at the same time.
 
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izy

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Tested with RTX 2060 super , it looks better with RT ULTRA RR (less instability and clearer reflections) in my opinion but at a cost of a 10 fps drop when benchmarking, from ~43fps to 34fps average, DLSS Quality @ 1080p.

Edit: Did some weird testing , disabled RT but enabled RR DLSS Quality @ 1080p , seems a huge hit in FPS , from ~82 fps RT disabled and RR OFF to ~54 fps RT disabled and RR ON(using the hack ofc).
 
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We don't know who the original author of this hack is, but it was re-posted to Reddit by Daemoni73
I was the one that discovered how to enable DLSS Ray Reconstruction, I posted this in my twitter right after the update 2.0 dropped
twitter/com/RayneYoruka/status/1704888131307110791

Edit: The interaction with /u/Daemoni73 has been amazing (Sarcastically, what a way to discredit completely what others do.
Now because the people that stole this they aren't gonna be responsible for the users that get the config file corrupted, which with my instructions shouldn't happen. I did exhaustive testing and got it corrupted myself in testing.

Yes, if I wasn't clear enough /u/Daemoni73 is just straight up mocking me.
 
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I was the one that discovered how to enable DLSS Ray Reconstruction, I posted this in my twitter right after the update 2.0 dropped
twitter/com/RayneYoruka/status/1704888131307110791

Are there any instability issues with this?
 
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Are there any instability issues with this?
Not so far, the thing that will affect you the most is the AMD SMT patch, I had lower performance at times with RT due to this, which I toggled off. I run a 5900x and a 3080 (all this testing is with OBS open due to I always stream so mileage may vary)

Edit: The interaction with /u/Daemoni73 has been amazing (Sarcasticly), what a way to discredit completely what others do.
Now because the people that stole this they aren't gonna be responsible for the users that get the config file corrupted, wich with my instructions that shouldn't happen. I did exhaustive testing and got it corrupted myself in testing.

Yes, if I wasn't clear enough /u/Daemoni73 is just straight up mocking me.
I commented on the youtube video that was shared by the "reddit source" and then a short time later my comment was deleted. This confirms that they are not interested in crediting me in the slightest.

Well I just hope that I get credited acordingly at least in TechPowerUP.
 
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It is technically still in the testphase. Does Ray Reconstruction even work properly without pathtracing? Since it is trained for that.
DLSS is still in the test phase, guess who the beta testers are.

WAS ONCE GREAT RT ,,,, IS NOW GREAT RT
I don't have a 4090.

But does this shit step through the 3d world like that for everyone(with the 4090 most testers use(CP2077PT on RR and RT on)), every example on everyone's sites run like shit. anything in the background is getting rendered at framerates that make me want to throw up on the monitor stutter fest shite why isn't he seeing it.

and Tim is getting on my tits, he calls the prior efforts at dlss imature ,shite and unuseable at times in this video.

I agree but then Tim has been schilling this shit(DLSS) a lot recently, and i like HUB.
 
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I really don't get it, you can call me an AMD fanboy all you want but explain to me how is Nvidia not constantly trying to lock out features on their own GPUs to trick users into buying their most expensive products. They limited it to path tracing knowing full well only a few of their 1000$+ GPUs can run that, it's exceedingly bizarre because as I understand this is supposed to work on non 4000 series cards as well so why are they so hell bent on limiting it's use ?

"Ray Reconstruction" is just a better denoiser, it can work on everything.
Limiting Ray Reconstruction to Path Tracing and not DLAA or regular RT settings is most likely simply because it had not been properly tested or optimized for these scenarios. In practice - not that much of a performance boost or more artifacts. And it does run on everything (well, everything RTX).
 
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Limiting Ray Reconstruction to Path Tracing and not DLAA or regular RT settings is most likely simply because it had not been properly tested or optimized for these scenarios. In practice - not that much of a performance boost or more artifacts. And it does run on everything (well, everything RTX).
I can definitely say as I've been using RR without path tracing, there's some buggy textures here and there, spefially on trees and some surfaces like asphalt.
 
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Another example though.

Nvidia limiting who uses what and when, broken in days.

Is this what legit market segregation looks like?!?.

NVIDIA has nothing to do with this. DLSS Tweaks isn't even targeted at this game, it's a global tool.

The DLSS implementation is done by the developer, in this case, CD Projekt Red. Lazily I may add, they never updated the libraries for DLSS 3.5, it's using a hybrid DLSS 3.1 super sampling and frame generation (nvngx_dlss.dll and nvngx_dlssg.dll) with 3.5 ray reconstruction (nvngx_dlssd.dll) configuration. Luckily NVIDIA makes it easy to upgrade it yourself (thanks to TPU, you don't even need to build the files yourself), and applications such as DLSS Tweaks enable us to deep dive into the render presets and resolution for our own needs.

You're unwittingly complaining that they give us more options than AMD does with FSR.

I can definitely say as I've been using RR without path tracing, there's some buggy textures here and there, spefially on trees and some surfaces like asphalt.

This occurs because the engine has set the texture mip bias incorrectly. If the mip bias for your target resolution mismatches, you'll experience either blur or a moiré effect. On this subject, the Special K mod added a tool to control mip bias in real time for Starfield recently, makes the job of finding the correct value a lot less of a chore.

I never cared much for Cyberpunk (to be honest I hate it), so I can't really offer much more guidance on how to get it fixed, but there are probably engine level tweaks you can do with some tool or something.
 
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NVIDIA has nothing to do with this. DLSS Tweaks isn't even targeted at this game, it's a global tool.

The DLSS implementation is done by the developer, in this case, CD Projekt Red. Lazily I may add, they never updated the libraries for DLSS 3.5, it's using a hybrid DLSS 3.1 super sampling and frame generation (nvngx_dlss.dll and nvngx_dlssg.dll) with 3.5 ray reconstruction (nvngx_dlssd.dll) configuration. Luckily NVIDIA makes it easy to upgrade it yourself (thanks to TPU, you don't even need to build the files yourself), and applications such as DLSS Tweaks enable us to deep dive into the render presets and resolution for our own needs.

You're unwittingly complaining that they give us more options than AMD does with FSR.



This occurs because the engine has set the texture mip bias incorrectly. If the mip bias for your target resolution mismatches, you'll experience either blur or a moiré effect. On this subject, the Special K mod added a tool to control mip bias in real time for Starfield recently, makes the job of finding the correct value a lot less of a chore.

I never cared much for Cyberpunk (to be honest I hate it), so I can't really offer much more guidance on how to get it fixed, but there are probably engine level tweaks you can do with some tool or something.
Your reading comprehension.

I'm saying they're(Nvidia who developed dlss ,all of them)using features to segregate and it's bollox.


Can you read that, That's what I am saying.
 
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DLSS is still in the test phase, guess who the beta testers are.

WAS ONCE GREAT RT ,,,, IS NOW GREAT RT
I don't have a 4090.

But does this shit step through the 3d world like that for everyone(with the 4090 most testers use(CP2077PT on RR and RT on)), every example on everyone's sites run like shit. anything in the background is getting rendered at framerates that make me want to throw up on the monitor stutter fest shite why isn't he seeing it.

and Tim is getting on my tits, he calls the prior efforts at dlss imature ,shite and unuseable at times in this video.

I agree but then Tim has been schilling this shit(DLSS) a lot recently, and i like HUB.
You can play CP2077 with pathtracing and over 60FPS with a 4070 in 1440p, as long as you use DLSSB +FG+ RR. I have a 4090 and use DLSSP with FG and RR and I get over 120FPS in many parts of the city and >90 in denser ones.

Well I still see many temporal artefacts with RR... and PT-noise without RR. :D
 
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You can play CP2077 with pathtracing and over 60FPS with a 4070 in 1440p, as long as you use DLSSB +FG+ RR. I have a 4090 and use DLSSP with FG and RR and I get over 120FPS in many parts of the city and >90 in denser ones.

Well I still see many temporal artefacts with RR... and PT-noise without RR. :D
I never said you couldn't, it's a set croud suggesting all ultra everything max is the only way RT or PT can be done, I see options.
Not, with limit's, everyone has a pc with limits, I'm ok with my choices too.
RR gets rid of some smoke , makes textures look like they've been vaselined and has other bugs , and with FG, ,, latency to hate, YmmV but 99% I'd wager are not gaming like you are so what's it matter, the game accommodates many system types.

Now if only Nvidia can sponsor every game, we can have 4 versions of each game, say yearly, with Dlsss updates, sold at half what a game costs, someone's making coin.
 

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You can play CP2077 with pathtracing and over 60FPS with a 4070 in 1440p, as long as you use DLSSB +FG+ RR. I have a 4090 and use DLSSP with FG and RR and I get over 120FPS in many parts of the city and >90 in denser ones.

Well I still see many temporal artefacts with RR... and PT-noise without RR. :D

this is interesting for AMD owners anyway

 
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