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Cyberpunk 2077 Graphics Optimization Guide, Performance Benchmarks, & Comparisons

  • This is the Complete Cyberpunk 2077 Graphics & Optimization Guide, ft. side-by-side graphics quality comparisons, benchmarks, and research on the game's settings, along with tuning advice.
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    This was a nearly insurmountable amount of work that required the entire team's involvement. Patrick and Andrew worked side-by-side for a week on just running tests and collecting visual comparisons, Keegan spent hours combing through footage and editing it, and Steve worked on the editorial and testing components of the piece. If you'd like to help support this type of content, please consider supporting us on Patreon or grabbing one of our items on the GN store.
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    Watch our #Cyberpunk 2077 DLSS comparison and benchmarks: www.youtube.com/watch?v=zUVhfD3jpFE
    Watch our #Cyberpunk2077 CPU benchmark (updated on 1.05) - www.youtube.com/watch?v=G5jTaa4Wj7Y
    And our Cyberpunk 2077 GPU benchmarks: www.youtube.com/watch?v=w4rgB2zb7dg
    This content will break-down the most intensive graphics settings in Cyberpunk 2077, the biggest FPS gains you can get from tuning settings, and the biggest visual quality changes from those settings. Graphics options we'll be defining are as below. There were a few options that didn't make the final cut for this guide due to length, but we tested every single setting in the game. Items not present were ruled to have little impact to performance or, in some cases, were actually not working yet. LOD settings, for instance, had very little impact on the whole, and the distance at which LOD levels changed was constant across all settings. Sub-surface scatter quality also had almost no difference. We looked at hands, ears, veins, and faces to try and find sub-surface scattering differences, and they were so small that it wasn't worth spending time to include. Facial lighting geometry was one we couldn't find any differences for. CDPR says it's in there and working, but we couldn't find any evidence of that after testing for a few hours. These were omitted for those reasons. The graphics options and settings covered include:
    - Screen-space reflections (off, low, medium, high, ultra, psycho, RT)
    - Ray-traced reflections
    - Local shadow mesh quality
    - Local shadow quality
    - RT shadows
    - Cascaded shadow range & resolution
    - Distant shadow resolution
    - Contact shadows
    - Volumetric Cloud Quality
    - Volumetric Fog Resolution
    - RTX off vs. on - global illumination, ambient occlusion, lighting, shadows, etc.
    - Anisotropy and Anisotropic Filtering
    - Max Dynamic Decals
    - Crowd Density
    - etc.
    TIMESTAMPS
    00:00 - WAKE THE GPU UP, SAMURAI. WE HAVE A GAME TO BENCHMARK.
    01:49 - Not Possible to Fit Everything (DLSS, GPU, CPU Benchmarks)
    04:12 - Screen-Space & Ray-Traced Reflections Comparison
    07:25 - Screen-Space Reflections Benchmarks (Cyberpunk 2077 Graphics Optimization)
    08:29 - Ray-Traced Graphics Options in Cyberpunk 2077
    09:36 - Ray-Traced Shadow Benchmarks in Cyberpunk
    10:14 - Ray-Traced Lighting Explained & Differences
    11:00 - Ray-Traced Lighting (Medium, High, Ultra, Psycho)
    11:41 - Ray-Traced Lighting Benchmarks (Medium, High, Ultra, Psycho, Off)
    12:20 - RT Options Toggles & Benchmark Tests
    14:19 - Crowd Density Low vs. High vs. Medium Comparison
    16:16 - Crowd Density GPU Benchmarks
    16:47 - Crowd Density CPU Benchmarks (Ft. AMD R3 3300X)
    17:28 - Volumetric Cloud Quality Comparison
    19:27 - Volumetric Cloud Quality Benchmark & Tuning
    20:41 - Volumetric Fog Resolution Comparison
    22:57 - Volumetric Fog Resolution Benchmarks & Optimization
    23:54 - Ambient Occlusion Comparison (Off, Low, Medium, High, RT Psycho)
    23:35 - Ambient Occlusion Benchmarks & Optimization in Cyberpunk 2077
    26:34 - Texture Quality Comparison in Cyberpunk 2077
    27:30 - Not Actual VRAM Utilization, but Allocation
    28:01 - VRAM Allocation Logging with Texture Quality
    29:01 - Shadow Options, Cascaded Shadow Range, Distant Shadows
    29:21 - Local Shadow Mesh Quality Comparison
    29:55 - Local Shadow Quality Comparison (Off, Low, Medium, High)
    30:15 - Cascaded Shadow Range Comparison
    30:52 - Cascaded Shadow Resolution & Distant Shadows Resolution
    31:14 - Contact Shadows Comparison
    31:45 - Shadow Benchmarks
    32:17 - Anisotropy Comparison
    33:34 - Anisotropy Benchmark
    34:09 - Max Dynamic Decals
    36:20 - Static Decals & Skid Marks Vanishing Too Fast
    36:44 - Conclusion
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    Host, Editorial, Testing: Steve Burke
    Editorial, Testing: Patrick Lathan
    Testing, Video, Graphics Analysis: Andrew Coleman
    Video: Keegan Gallick

    Category : ALLONE

    #cyberpunk#2077#graphics#optimization#guide#performance#benchmarks#amp#comparisons

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