I'm on patch 1.52 and this actually was a lifesaver for my FPS. With the new update I couldn't play with ANY raytracing whatsoever without killing all my fps, this helped so much. Thank you my brother. =)
What CPU are you running? I have a 2080ti, which is about equivalent to a 3070 (+ - 5% depending on game), and I get 60-70fps avg without this "performance mode" mod.
I run all ultra + RTX reflections, shadows, and medium lighting. 1440p with DLSS on balanced. If I turn RTX lighting (not reflections or shadows) off completely, I can run DLSS on quality and get 60.
That’s a common misconception. But first, are you running v1.05? It fixes utilization on Ryzen CPUs with 6 cores or fewer.
Onto the misconception. A game will never utilize 100% of a CPU the way it can a GPU.
A thread (or a few) may flicker around 100%, but due to the way games are coded and CPU processes function, you can be CPU bottlenecked as low as 16% utilization (on a 6 core CPU running a game coded to use only 1 thread.)
Cyberpunk actually does a great job utilizing more of the CPU than most games do (other optimization issues aside).
Yes i have 1.05 and i looked in hwmonitor none of my cores are higher than 75% and im pretty sure my pc is good enough to run this game with 60 fps imo this game just has horrible optimization and i do hope it gets adressed in later patches
I'm also rocking a 2080Ti, and at 3440x1440 I get around 50 fps with Digital Foundry optimized settings, all RT enabled, and RT medium lighting, with DLSS Quality. Going to DLSS Balanced gets me to 60+ fps, but I don't like the blockiness of volumetric lights at DLSS Balanced. Running the game settings on all ultra, especially the screen space reflections gets you exactly nothing in visual quality, but comes with a considerable performance impact, So I'd recommend watching Digital Foundry's optimization guide so that you are not wasting performance on things that have negligible or no visual improvements.
Turn on DLSS, I have a 3070 and I get above 60fps at 1080p DLSS quality. Everything at ultra including RT settings. Lower the crowd density if you got a weak cpu, mine is i5 10600kf and works fine at med crowd density setting with RT on.
Take screenshot while driving in very very heavy traffic and in the japan center where a lot of areas are reflected. Your images are in areas where fps will be high regardless. Go to the red light district near wakako.
TracingRadiusReflections, TracingRadius, VisibilityCullingRadius and VisibilityFrustumOffset are the key values which tends to optimize the render time, but you also loose distant details from the reflection. With the above copy pasted settings I'm getting 60+ while standing on road at Little China (with just reflections turned on, and no DLSS), and while on a bike, I'm getting CPU bound so 40-60.
I'm still looking for a way to control the amount of importance samples.
Hi. I tried out your new version on my rig (Ryzen 3500 with 2070S). It is definitely more optimized. But it is not as visually pleasing as it is supposed to be.
In short, he has reduced the Emissive effects. and disable all other features except reflections.
But what I have been trying to find out a way to reduce the importance sample shot from the camera while keeping the number of light sources same. Also, denoising take a toll on computation. I tried disabling it (or maybe I couldn't find the right settings) but wasn't exactly successful.
To be honest, ray traced reflections are costly effects. I would prefer to optimize lighting and shadows.
Enabling any RT effects is costly, it seems it doesn't matter which effect you enable it seems to add about 6-10ms to the rendering pipeline.
From my understanding of what I've tweaked the RT reflections are based off a lower quality version of the world which is rasterized. I've found that the majority of the performance gained is by culling more of the world behind you (which does introduce more pop-in).
I'm sure some prefer the shadows and lighting more than reflections, I prefer reflections which is why I've focused this mod on just that (for now).
61 comments
I run all ultra + RTX reflections, shadows, and medium lighting. 1440p with DLSS on balanced. If I turn RTX lighting (not reflections or shadows) off completely, I can run DLSS on quality and get 60.
Ppl always blaming the cards.
Look up on YouTube how to get the best performance out of your PC.
That’s a common misconception. But first, are you running v1.05? It fixes utilization on Ryzen CPUs with 6 cores or fewer.
Onto the misconception. A game will never utilize 100% of a CPU the way it can a GPU.
A thread (or a few) may flicker around 100%, but due to the way games are coded and CPU processes function, you can be CPU bottlenecked as low as 16% utilization (on a 6 core CPU running a game coded to use only 1 thread.)
Cyberpunk actually does a great job utilizing more of the CPU than most games do (other optimization issues aside).
Try out these settings and let me know how optimized you think these are on your system:
[RayTracing]
AccelerationStructureBuildNumMax = 4
DeflickerStrength = 0.000000
DynamicInstanceUpdateUseHalfFloat = true
DynamicInstanceUpdateBatchSize = 4
DynamicInstanceUpdateNumMax = 4
LightGridSize = 2
LocalLightBatchSize = 4
LocalLightClipRadius = 8.000000
LocalLightNumMax = 8
EnableMirrorMaterialReflection = true
EnableSpatialFiltering = false
EnableShadowCasadesOptimization = true
MaterialProxyNumMax = 32
MaterialProxyUpdateNumMax = 4
ScratchBufferSizeMB = 512
TracingRadius = 100.000000
TracingRadiusReflections = 800.000000
VisibilityCullingRadius = 1000.000000
VisibilityFrustumOffset = 100.000000
TracingRadiusReflections, TracingRadius, VisibilityCullingRadius and VisibilityFrustumOffset are the key values which tends to optimize the render time, but you also loose distant details from the reflection. With the above copy pasted settings I'm getting 60+ while standing on road at Little China (with just reflections turned on, and no DLSS), and while on a bike, I'm getting CPU bound so 40-60.
I'm still looking for a way to control the amount of importance samples.
But what I have been trying to find out a way to reduce the importance sample shot from the camera while keeping the number of light sources same. Also, denoising take a toll on computation. I tried disabling it (or maybe I couldn't find the right settings) but wasn't exactly successful.
To be honest, ray traced reflections are costly effects. I would prefer to optimize lighting and shadows.
From my understanding of what I've tweaked the RT reflections are based off a lower quality version of the world which is rasterized. I've found that the majority of the performance gained is by culling more of the world behind you (which does introduce more pop-in).
I'm sure some prefer the shadows and lighting more than reflections, I prefer reflections which is why I've focused this mod on just that (for now).