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Cyberpunk 2077 Benchmark Test & Performance

Im getting 59-89fps using the Titan V. Ultra/ RTX OFF @1080p

Streaming the game seems to be a problem for my 3900x. Turning off SM helped me gain 10+fps. The stream is just not smooth though when recording. There are constant hiccups not noticable when actually playing. The stream quality is problematic.

Time for a new CPU, shame i cant buy one without paying silly money. Thinking a 5950x might give me a couple of frames in game and sort the streaming issue out.

I think i'm going to try and manage with the Titan V again this round.
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I'm using OBS in-game is smooth as silk whats going on?

same issues here, its a problem with OBS and the game - if you set it to record the game process it cant even see it, you have to tell it to record the monitor
 
Meh. All the bells and whistles and it still looks cartoony to me. Not to mention some objects just plopped on top of the envoronment, that are totally in anoter perspective.

Nvidia fails to deliver anything worth my time and the performance hit is unacceptable. Neeext!
 
Sounds like the game or the CPU need some sort of patch. There's no logical reason why Cyberpunk would recognize Intel's SMT but not AMD's. Was this also tested on ZEN2 processors to see if the same effect can be reproduced?

The Reddit thread is chock full of people having issues all the way back to the original Zen. Considering there is currently a hex edit workaround it should be relatively easy for CDPR to patch but we will see.

I have a Ryzen 3600 and RTX 3080 setup and there are moments where my GPU utilization falls off a cliff because the CPU can’t keep up, I was losing my mind trying to figure it out, but this SMT issue seems to be the culprit.
 
For my specs the game decided that I can run it on 1080p Ultra. o.O
Oh well, completely playable, only occasional slowdowns and very few pop-ins, but definitely ~30 fps experience only.
 
Uh nope, 5800x here boosting past 5GHz and 70FPS is the best i'm seeing on a 3080
Unless you got a 60Hz monitor, that's not a great frame rate at all.

What are your in-game settings? I'm on a 3800X and I'm getting 100+ FPS at native 1440p in-city, albeit these are mixed settings with RT and DLSS off. You should be able to get above 100 FPS with a 5800X and 3080.

EDIT: I'm also on version 1.04 which did improve performance a bit
 
Meh. All the bells and whistles and it still looks cartoony to me. Not to mention some objects just plopped on top of the envoronment, that are totally in anoter perspective.

Nvidia fails to deliver anything worth my time and the performance hit is unacceptable. Neeext!

I don't think the game looks all that great either relative to the GPU demands. DLSS is a smeary mess and I can't tell a difference between RT ultra on vs off while roaming the city.

Anyway, we have reached a point where artistic direction matters a lot more than technical aspects when it comes to how good graphics in games look. CP2077's UI is ugly even by W3 standards for instance.
 
Sounds like the game or the CPU need some sort of patch. There's no logical reason why Cyberpunk would recognize Intel's SMT but not AMD's. Was this also tested on ZEN2 processors to see if the same effect can be reproduced?
It also affects Zen1/+, but it can be fixed with hex edit of the .exe .
 
What are your in-game settings? I'm on a 3800X and I'm getting 100+ FPS at native 1440p in-city, albeit these are mixed settings with RT and DLSS off. You should be able to get above 100 FPS with a 5800X and 3080.

EDIT: I'm also on version 1.04 which did improve performance a bit

As of today i'm on 1.04, with RT and DLSS off. FPS is hitting around 100 now instead of 60, i did get a big boost from that hex edit - i've spent the day hot glueing my PSU to reduce coil whine instead of gaming
 
Are you saying CD Projekt RED intends the game, in its ideal form, to look like it uses SSR, and not raytraced reflections? Do you have any evidence for this claim? How do you know that raytraced reflections are something that is not "intended" by them? You realized they chose to support DXR and incorporate it into their game right?
I think that might actually be somewhat true. The devs definitely polished the game for use with RT off, I noticed this several times as I mentioned in the article. Some scenes definitely look worse with RT on, which suggests the artists didn't look at that setting in as much detail as RT off

As an owner of an RTX 3080 Im already concerned with the use of VRAM.

The game eats up 9,9Gb in 4K, these 3080's are already obsolete...
Just because it allocates 10 GB doesn't mean it actually uses or needs that much memory.
 
Any chance for CPU comparison? I'm awaiting RTX 3080 arrival but being worried if it will run smooth with my 8600K...
I see no problem with that setup. 6700k @ 4.5 Ghz and 3080 user here.
 
View attachment 179238

Physically totally impossible. That's not even taking into account that the distance to the fan is even bigger due to perspective. The reflection of the fan would only show maybe some upper part of the fan.
Are these even path/raytraced after all?
I don't know, my real wolrd testing showed me that ray lights can travel pretty far, and are bouncing a lot. I just have to crouch, and I can see the bottom of a window that's 10 meters away, and the green leafs are from a tree that's more than 30 meters away... but if Im standing tall I can only see my ceilling

image0.jpg
 
I see no problem with that setup. 6700k @ 4.5 Ghz and 3080 user here.
Thanks for info. Mind if I ask what resolution, settings and avg fps you have? I've got 1440p g-sync monitor and was wandering if I manage to play in it's native resolution (without downscaling to 1080p).
 
I don't know, my real wolrd testing showed me that ray lights can travel pretty far, and are bouncing a lot. I just have to crouch, and I can see the bottom of a window that's 10 meters away, and the green leafs are from a tree that's more than 30 meters away... but if Im standing tall I can only see my ceilling

View attachment 179363
Light from stars for example, travels billions of kilometers across our universe. Even some atmosphere can't block it that much. All this just show that the in-game implementation is really not that great.
 
Light from stars for example, travels billions of kilometers across our universe. Even some atmosphere can't block it that much. All this just show that the in-game implementation is really not that great.
Well right now real time ray tracing is "selective" it's still really too early to have a game that would be 100 % ray traced, an unbiased.

I'm considering that using right now even if it's "incomplete" Is a mean to make the devs more familiar with the tech and learning to optimize it as time goes by
 
I don't know, my real wolrd testing showed me that ray lights can travel pretty far, and are bouncing a lot. I just have to crouch, and I can see the bottom of a window that's 10 meters away, and the green leafs are from a tree that's more than 30 meters away... but if Im standing tall I can only see my ceilling

There's something called fresnel. Here's an introductory technical explanation geared towards ray tracing:

 
They're going to patch this game soon and those FPS numbers are all going up.
 
As of today i'm on 1.04, with RT and DLSS off. FPS is hitting around 100 now instead of 60, i did get a big boost from that hex edit - i've spent the day hot glueing my PSU to reduce coil whine instead of gaming
Just wanted to say thanks for mentioning this fix, now game feels much smoother as most areas i have stable 75fps (capped). Playing at 1080, low settings :) Would definitely upgrade my GTX1070 if there was any in stock.
 
As of today i'm on 1.04, with RT and DLSS off. FPS is hitting around 100 now instead of 60, i did get a big boost from that hex edit - i've spent the day hot glueing my PSU to reduce coil whine instead of gaming

What the f***. While the average FPS is mostly the same, that hex edit made the city (daytime) a lot more smoother for me. I'm guessing my minimum FPS has increased because of it?
 
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Just wanted to say thanks for mentioning this fix, now game feels much smoother as most areas i have stable 75fps (capped). Playing at 1080, low settings :) Would definitely upgrade my GTX1070 if there was any in stock.

kinda sad to see how quickly people are finding ways to improve this un-optimized mess quicker than the devs can.^

As much as i enjoy shitting on nvidia I think they deserve kudos for their implementation of dlss in this title. I don't like the idea of using dlss in anything but the reality is that it made the difference for me in this game.

without dlss the game feels like a steaming pile. With DLSS it's still a pile but at least it's not steaming and doesn't stink as much :D
 
Some scenes definitely look worse with RT on, which suggests the artists didn't look at that setting in as much detail as RT off
ye clearly from your screenshots, ambient occlusion seems more accurate with RTX off
 
What the f***. While the average FPS is mostly the same, that hex edit made the city (daytime) a lot more smoother for me. I'm guessing my minimum FPS has increased because of it?
For me, the hex edit did not do anything for my highs but massively improved my lows and frame times in heavy scenes (Ryzen 3600/RTX 3080) so your experience sounds consistent with mine.
 
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Props on the image comparison implementation TPU has. It's great and simple enough to use.
 
As an owner of an RTX 3080 Im already concerned with the use of VRAM.

The game eats up 9,9Gb in 4K, these 3080's are already obsolete...
Just because it allocates 10 GB doesn't mean it actually uses or needs that much memory.
And let's be fair, that 10GB upper range is with with all possible settings on maximum. No one but 3090/6900XT owners can or should run at those settings. Everyone else should be going for lower settings with most in the "High" or "Medium", especially the Shadows, Fog, Cloud and Mirror settings depending on your card and personal tastes..
 
View attachment 179238

Physically totally impossible. That's not even taking into account that the distance to the fan is even bigger due to perspective. The reflection of the fan would only show maybe some upper part of the fan.
Are these even path/raytraced after all?
That raytracing is correct, it's obvious to me but it looks like you don't understand how reflections work:

1607880588457.png


The roof of the car in the foreground and the fan hub in the background are roughly the same height in that screenshot. So A represents the top of the roof, and B represents the fan hub.

The black lines to A and B are aligned, meaning that they look level with each other when viewed directly but the same two objects when reflected off the ground appear at different angles - this angular difference between the red reflected line of sight to A and the blue reflected line of sight to B is why they don't line up at the same level in the reflection.

An easier way to think of reflections is that the camera itself is mirrored in the reflection plane, which is the ground in this case. So, rather than the puddle being a mirror, you could imagine that it's a hole in the floor and your point of view is hanging upside down under the floor, looking up at objects through this hole in the floor instead.
 
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