- Joined
- Feb 20, 2019
- Messages
- 9,514 (4.14/day)
System Name | Bragging Rights |
---|---|
Processor | Atom Z3735F 1.33GHz |
Motherboard | It has no markings but it's green |
Cooling | No, it's a 2.2W processor |
Memory | 2GB DDR3L-1333 |
Video Card(s) | Gen7 Intel HD (4EU @ 311MHz) |
Storage | 32GB eMMC and 128GB Sandisk Extreme U3 |
Display(s) | 10" IPS 1280x800 60Hz |
Case | Veddha T2 |
Audio Device(s) | Apparently, yes |
Power Supply | Samsung 18W 5V fast-charger |
Mouse | MX Anywhere 2 |
Keyboard | Logitech MX Keys (not Cherry MX at all) |
VR HMD | Samsung Oddyssey, not that I'd plug it into this though.... |
Software | W10 21H1, barely |
Benchmark Scores | I once clocked a Celeron-300A to 564MHz on an Abit BE6 and it scored over 9000. |
This is too true.Cyberpunk is an Nvidia tech demo, in other words expect no fix for this.
By default, the FSR3 implementation looks awful and FSR3 frame-gen is broken out-of-the-box. If you have an AMD card and you want to use either upscaling or framegen (necessary for path-tracing) then you need to also mod your game and let Optiscaler handle the FSR side of things - both the FSR4 upscaling and the frame-generation aspect.
CDProject aren't incompetent, so their total disregard for FSR and XeSS with the absolute lowest-effort, barely-acceptable inclusion of those features is suspicious. There are instances where two private individuals have modded better FSR 2.0 and XeSS 3.0 implementations respectively than CDPR into the game, so the fact that nobody at CDPR has bothered improving those upscalers hints at (no evidence, mind you) that Nvidia are, uh.., 'discouraging' CDPR from putting any work into non-Nvidia technologies. Sponsorship always has conditions, and given how bad and broken the non-DLSS upscaling is in CP2077, it's easy to jump to conclusions.
Let's put it this way; Indie devs like Ghost Ship Games (6 people) making Deep Rock Galactic using FSR 2.0 out-of-the-box in their first major game release managed to implement those technologies better than CDPR can, a $2.3Bn company with almost 1200 employees. Ghost Ship are not the only tiny developer making games with near-zero manpower and managing to get FSR or XeSS right.
With CDPR and FSR/XeSS it's either foul-play or gross incompetence. You can decide which one you think it is for yourself

Having almost finished an entire second playthrough with PT on my 9070XT (and sometimes my 5070Ti in the other room), my verdict is that well-lit environments (daytime outdoors, indoors with lots of lights in the scene) all look fantastic with PT. Definitely an improvement on the raster-based visuals, with or without hybrid ray-tracing enabled.Personally I think PT provides the most visually impressive image but the base game is also pretty enough that RT and non RT can hold their own weight.
IMO PT suffers in dark and gloomy parts of the game, so outdoor areas at night that aren't on a well-lit street, all of the badlands, just about every duct, sewer, or derelict building - of which there is plenty in the game. I remember disabling PT last week doing the "you know my name" mission where you break into the Black Sapphire party via the sewers in a diving suit. It's all pretty dark and you're basically half-blind if you leave it on RT Overdrive. With RT disabled that entire section of the mission (until you get to the party itself) looks fantastic. Not only was it ugly with path-tracing, it was genuinely hard to play because there wasn't enough actual lighting (clearly, CDPR baked in some fake ambient to the sewers and maintenance area that aren't accounted for with path tracing).
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