Tech

Cyberpunk 2077 is big even on PS5 and Xbox Series X

Patch 1.5 for Cyberpunk 2077 was released yesterday, an update that marks an important turning point since, as our colleague David told us in this article, it introduces technical improvements that they fully adapt it to the new generation of consoles, that is, to Xbox Series X and PS5. I do not name Xbox Series S because, apparently, said console has remained without relevant changes.

Cyberpunk 2077 makes the leap to the new generation of consoles, a leap that the PC version already had from the beginning. As I told you in the technical analysis that we published a while ago, the version of said game for compatible it was a real delightsince it allowed the number of concurrent NPCs to be increased, the graphic quality to be raised to heights unthinkable on consoles, the game to be played at over 60 FPS and, in addition, to activate two key technologies: ray tracing and DLSS.

The 1.5 update has introduced FSR technology, so those who do not have an RTX 20 series or 30 series graphics card now have an option that will allow them to gain performance using said spatial rescaling. However, keep in mind that we are talking about a rescaling that is not up to DLSS, so you will notice a fairly clear loss of sharpness even with the highest quality mode, and you will also see artifacts and jagged teeth.

CDPR has also taken advantage of this patch to introduce DLSS 2.3, an important tune-up that almost completely eliminates ghosting problems, and achieves almost perfect image reconstruction and rescaling. I have tested it with a GeForce RTX 3080 Ti and with an RTX 3050, and I can confirm that the level of DLSS 2.3 in Cyberpunk 2077 is impressive.

Cyberpunk 2077

Cyberpunk 2077 looks great on PC. Notice how the ray tracing improves this scene, both in terms of lighting, shadows and reflections.

PS5 and Xbox Series X don’t measure up either: A “decaffeinated” new-generation Cyberpunk 2077

The adaptation of Cyberpunk 2077 generated a lot of expectation, but I’m not going to lie to you, I was quite skeptical at all times, and my doubts grew even more when I saw that Dying Light 2 performed worse on PS5 and Xbox Series X than on an RTX 3050. The version for both consoles was limited, in active ray tracing mode, to 1080p, 30 FPS and ray tracing applied only to ambient occlusion and shadows. I also told you about it in detail in the technical analysis of Dying Light 2.

The thing is, in the end, he was right. The adaptation of Cyberpunk 2077 to the new generation of consoles improves some important aspectssuch as texturing, shadows, lighting, screen space reflections (only when ray tracing mode is enabled), render distance, and load times have also been reduced (this benefits all platforms). Another detail that seems to have improved is the density of NPCs.

It is clear that there is a jump in graphic quality, but both Xbox Series X and PS5 only offer two modes:

  • Performance mode: 4K dynamic resolution at 60 FPS, although it remains almost always at 1440p.
  • Ray tracing mode: 4K dynamic resolution at 30 FPS, although it remains almost always at 1440p. It adds ray-traced contact shadows, and improves the resolution of reflections, but the reflections are still generated using the screen space technique, not ray tracing.
Cyberpunk 2077

Another example of what changes Cyberpunk 2077 on PC thanks to ray tracing.

Only the PC version It allows us to activate ray tracing in all its glory, that is, applied to reflections, shadows, contact shadows and global illumination, and the difference that this makes is enormous, as you may have imagined. Obviously, this does a disservice to the new generation of consoles, and confirms what I told you in this article, that ray tracing is too much for Xbox Series X and PS5.

Those who said that both consoles had super powerful GPUs, capable of overshadowing an RTX 2080 Ti, no longer have any excuse to admit their mistake. Both consoles have shown that they do not even reach the level of an RTX 2060 when ray tracing is introduced into the equationand the truth is that this is understandable, since said graphics card has a superior architecture, with cores dedicated to ray tracing acceleration that are capable of completely freeing shaders, something that does not happen with PS5 GPUs and Xbox Series X.

To show a button, and it is that a PC equipped with a GeForce RTX 2060a graphics card of the previous generation that became available for 250 euros before the crisis in the sector, can run Cyberpunk 2077 with all ray tracing effects activated, ultra quality and 1440p resolution smoothly using DLSS 2.3 in mode balanced, a technology that is much more interesting than dynamic rescaling.

I leave you, to finish, with an interesting video analysis that “ElAnalistaDeBits” has shared, where you can see the most important keys of patch 1.5 applied to Cyberpunk 2077 both to the new generation consoles and to PC. If you have any questions, you can leave it in the comments and I will help you solve it.

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