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  • CPU Core Optimization(s)

    AS I'M STILL IN A STAGE OF FINDING THE RIGHT BALANCE OF PERFORMANCE, THIS ARTICLE WILL KEEP UPDATING. SO BE SURE TO KEEP UP. IF REQUIRED, DO LET ME KNOW IF YOU ARE INTERESTED IN MAKING A MOD OF THESE SETTINGS.

    You can find a mod based of these settings here: General Optimization
    TURN SLOW MODE ON! IT'S A LIFE SAVER! FORGET ABOUT THOSE UGLY LOOKING CARS

    In my case, R5 3500 has 6 cores (or threads); following settings have been helping me to reduce CPU bottleneck:

    Accordingly (6 cores) I have set

    StreamMaxLoadingThreads = 1

    i.e., Slot 1 thread allocated for loading assets and then reduced the following threads:

    FloodMinNonLoadingThreads = 5 (which does something not related to streaming threads) Leaving only 1 thr...

  • GPU feature overrides

    Following are the boolean variables through which you can enable/disable RT features by adding the following code in the INI file:
    You will need to create the INI file in \Cyberpunk 2077\engine\config\platform\pc\


    EnableAmbientOcclusion = true
    EnableDiffuseIllumination = true
    EnableDirectionalShadow = true
    EnableDirectionalShadowCulling = true
    EnableShadowCasadesOptimization = false

    EnableGlobalIllumination = false
    EnableImportanceSampling = true
    EnableLocalLights = true
    LocalLightTraceLightVolumes = true

    EnableMirrorMaterialReflection = false (don't touch this! your mirrors will come out black!)
    EnableTransparentReflection = true
    EnableReflection = true

  • TransparentReflectionEnvironmentBlendFactor

    1.0 vs 0.0: TransparentReflectionEnvironmentBlendFactor - Imgsli
    1.0 vs 0.0: TransparentReflectionEnvironmentBlendFactor - Imgsli...

  • Observations on CP2077 RT Engine.

    While you simply turn on RT:
    1. It enables the ray tracer to be shot from your FOV camera (I hope that's how they are using the tool) to evaluate what is in the 3D scene in front of you.
    2. RT itself should take some part of memory for itself. Besides the data being evaluated like reflections, GI and shadows.

    When you set Reflections ON:
    1. Not just the rays for tracing reflections are being shot, but to check backfaces too. My earlier optimized settings (unreleased) , where I disable all the settings and minimized the values to none, gave me wrong evaluation of the scene, and reflections from all over the place were landing inside the room.

    When you set Shadows ON:
    1. In vanilla, the support is for sun and sky and ray traced AO ONLY.

  • Optimization through RoughnessThreshold

    Just read the conclusion

    0.5 vs .99: Imgsli
    0.5 vs .99: Imgsli

    See if you can spot any difference in BRDF (material definition) of the objects in the links below.:

    0.9 vs 0.99: Imgsli
    0.8 vs 0.99: Imgsli

    How about these?:

    0.1 vs 0.99: Imgsli
    0.1 vs 0.99: Imgsli
    0.1 vs 0.99: Imgsli
    0.1 vs 0.80: Imgsli
    0.1 vs 0.80: Imgsli

    0.7 vs 0.80: Imgsli

    this is the odd one out in the bunch:
    (ODD ONE OUT) 0.1 vs 0.80: Imgsli

    Conclusion: 

    RoughnessThreshold acts like filter for ray tracer to not to process any shader whose roughness is above this threshold. Which in turn was giving me a render latency as low as 10ms.

    Besides the ODD ...