Cyberpunk 2077

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  1. romelsalwi
    romelsalwi
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    IMPORTANT:

    • If you think the buffer size(s) are not working out then remove those lines (GeometryUpdateBufferSizeMB and ScratchBufferSizeMB). They will go back to game defaults. Or increase them and check whether it is giving you any advantage.
    • If you face stutters in shadows, or light leaks, or any kind of artifact coming because of installing this mod, then set DynamicInstanceUpdateNumMax > 10. You need to tweak it to best suit your requirement.
    • Reducing RoughnessThreshold gives a major boost to RT reflections. It skips (technically sends a miss ray) any shader whose roughness is above this threshold. Default is 0.99. If you think you need more FPS, you can reduce it further but at a cost of losing glossy reflection details. Check article on RoughnessThreshold for comparison.
    • If you observed noise in diffuse GI, try adding the following like under
      [RayTracing/NRD]
      DiffuseMaxAdaptiveRadiusScale = 20.000000
    General Optimization Mod

    RT Features you can selectively enable/disable on your own

    If you want the best from this mod, then tweak it! and share your experience with the community.
  2. romelsalwi
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    For users who wants to use only RT Reflections, please check out Optimized RT Reflections v1.xx.
    Note that all other RT features are disabled for this optional mod.

  3. BonaldGump
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    So what exactly does this do? There's a lot of stuff in the description but I'm still not sure what to expect?

    More fps? Less fps? More lighting effects? The same lighting? Better looking reflections or something? :s
    1. romelsalwi
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      The purpose is it make ray tracing budget friendly. My motivation initially was to create setting which will work out on my rig. But as few user complaint about few RT features not working as expected, I had to look after all the RT settings.

      This mod disables and reduces few settings. Assuming you will be using all RT features, the settings have evolved around that intention, and the current version doesn't really give much heavy optimization as did my previous versions.

      My personal favorite is v1.04, Which should give you a good optimization, but lacks the ability to update all the RT shadows. Please be aware that I haven't updated that version up to the current developments I learned by the time.

      Also, by the time, my mod settings helped me finding more people who are interested in tweaking with the RT setting. So this mod also have been working as a knowledgebase.
    2. BonaldGump
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      Awesome, thanks
  4. Shaheer876
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    Dude, Thanks For this I have an i5 9400f An RTX 3070 and I had the same problem of my cpu bottlenecking a lot thanks to this mod the game is running much smoothly now on my pc I play on 1440p Digital Foundary's Recommended Settings except the ray tracing ones I have my ray tracing lighting on ultra and have RT reflections and Shadows turned on.
  5. newcoolprime
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    what article is the roughness threshhold a part of.
  6. FlatSkip
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    Woud love to see this updated :)
    1. Burnout122812
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      +1
  7. Collixsion
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    Is it possible to have an update on this? It seems that no option is working after patch 1.5.
    1. ziraeal88
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      I have almost the same hardware as the mod author so if they got more optimisation out of this mod then I would definitely like to see it updated too.
  8. hexenkessel07
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    I´m looking for a fix to solve a problem that I really don´t understand . When ray tracing (vanilla) is on, after some minutes playing the game the frames just crash (drops from 65/70 to 37/44), the gpu usage freezes in 98% (even in the places the usage was around 78/85%)  and I have to restart the game for the frames come back to normal. I play with the rtx 3070 and the i7 10770f. This issue only happens when RT is enable, but why? 
    I´ve checked temps, ram, vram, power suply and everything is ok. 
    1. glowin
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      I have the same issue (5800x/3070ti). Only a restart fixes it. Although I can sometimes play for a few hrs  without issue and it's only when I return to a busy area that the frames/frametime plummet.

      There's a post on the cdpr forums about it as well. I imagine it's a bug and will be improved/fixed with the patch next year, hopefully. Seems to be fairly common. At least the loading times are short!
    2. Insane52
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      Exactly the same issue still happening as of today (1/5/2022) with a rtx 2060 and 5900x.
    3. Nesex
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      Same issue almost same specs rtx 3070 ryzen 5 3600
    4. Skater6453
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      Its the crowd density not the rtx. It prob adds up quicker cause of more load while using rtx but thats not the main reason. But I noticed in all my time playing that the only way to stop fps dropping overtime is to put crowd density to high. I play for over 3 hours at a time and dont loose any frames with it on high. Medium or lower it starts to drop frames in certain areas like Kabuki or Jig Jig street with in minutes. A good way to test is to just run one from end to the other over and over again on jig jig street and if you make it back and forth like 5 times without losing frames then you are good. It must be some kind of leak on lower then medium settings or the games storing too many assets like cars and npc's that it cant spawn yet in a buffer when not on high to the point that it starts to affect actual performance. Let the game spawn all it wants and boom problem is gone. But then problem is that sucks for people with lower cpu's and idk how this hasnt been caught or fixed yet.
    5. 0179cool
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      i have the same problem on the version 1.5 (Rtx 2080/i7 10700). @Skater6453 crowd  density setting doesnt change anything for me sadly. i would suggest that we all write a bug report Performance issues — Cyberpunk 2077 | Technical Support — CD PROJEKT RED
  9. HellcatF6F
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    After extensive testing with Advanced Settings, I will post my observations. I play at 2560 x 1440 on a RTX 2080 with DLSS balanced and raytracing at ultra. I use DLSS 2.2.16 2.2.18 for increased performance and reduced ghosting (you can download DLSS .dlls from here). My average framerate in Kabuki (a good place for RT torture testing) is 50 fps 54 fps as of patch 1.31

    RoughnessThreshold = 0.6 0.99
    Patch 1.31 improved performance enough that you can safely leave the roughness threshold at its default. If you need every last frame, you can go down to 0.8 without too much detail loss, but the reflections were changed in such a way that the quality drops drastically below that.

    LocalLightNumMax = 32
    LightGridSize =96
    LocalLightBatchSize = 64

    Local LightNumMax performed best at its default value of 32; 64 and 128 were both within the margin of error but the framerate noticeably dropped from 256 onward, losing about 3 fps up to 1024. LightGridSize increased in performance between 96 and 128 but started dropping from 256 onward. LightBatchSize peaked between 64 and 128. This makes local shadows (such as furniture, railing, debris) more apparent, but the quality does not increase as sharply as you would expect by doubling values; local shadows became more aliased at higher values.

    GeometryUpdateBufferSizeMB = 384
    ScratchBufferSizeMB = 256

    Increasing these two values gradually increased my fps, giving me an extra 3 fps at the above numbers. GeometryUpdateBufferSize at 512 did not cause noticeable framerate loss, but dropped sharply at 1024, costing me 5 fps, undoubtedly because it was fighting with non RT data. ScratchBufferSize at 512 cost me 1 to 2 fps.

    DynamicInstanceUpdateBatchSize = 128
    DynamicInstanceUpdateNumMax = 128
    The framerate again peaked at the above values, gradually falling off at larger sizes

    SunAngularSize = 0.540
    By default, the sun covers 2 angular degrees of the sky; I changed it to the real world value of 0.54 degrees just because I'm a phsyics nerd. This sharpens sun shadows but has no impact on framerate.

    TracingRadius = 1500
    TracingRadiusReflections = 1500

    By default, these values are set at 200 and 1000. Increasing them had no effect on framerate.

    EmissiveClipRadius = 10000
    LocalLightClipRadius = 10000

    By default, these values are set at 64 and 32; increasing them seems to gain about 4 fps for some reason. At 100k, the framerate remained unchanged.

    [RayTracing/NRD]
    DiffuseDenoisingRadius = 30.000000
    DiffuseMaxAccumulatedFrameNum = 10000
    DiffuseMaxAdaptiveRadiusScale = 16.000000
    SpecularDenoisingRadius = 30.000000
    SpecularAccumulatedFrameNum = 10000

    Use this to reduce the splotchiness you see in some areas of the game with raytracing (Judy's apartment is the best place to test this). There is no impact to framerate. Changing the in-game raytracing setting from ultra to medium made the splotchiness reappear; changing the in-game setting from ultra to psycho removed the splotchiness entirely but at a 10 fps cost. I recommend you choose medium/ultra/pyscho before tweaking these values. Vinzzzet found these on the Better Raytracing thread, but I reduced the AccumulatedFrameNum values from 100,000 to 10,000 to fix a problem this caused with the rain map (at 100k, the boundary of the rain reflection map abruptly cuts off instead of gradually fading into the distance).

    DiffuseIlluminationAOModulation = 1.000000
    AccumulationSpeed = 0.000000
    AmbientOcclusionRadiusFar = 1000
    AmbientOcclusionRadiusNear = 0
    AmbientOcclusionTransitionFar = 100
    AmbientOcclusionTransitionNear = 0.001

    By default, the raytraced AO cuts off about 200 meters; this annoyed me to no end, so I used Advanced Settings to play with these until I could extend the AO rendering distance without compromising the shadowing up close. With these settings, the game will look more contrasted, but I consider it a fair tradeoff.
    1. AriZ
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      It's great to see other people playing around with those values as well. Personally, I'm currently using this *.ini file

      [RayTracing]
      GeometryUpdateBufferSizeMB = 8176
      ScratchBufferSizeMB = 8176

      [RayTracing/BottomLevelCache]
      Budget = 2146435072

      [Streaming]
      EditorThrottledMaxNodesPerFrame = 3000
      MaxNodesPerFrame = 1800
      MinStreamingDistance = 50.000000
      I will look into your changes as well.

      However, it's a bit of a pity that the knowledge of different people is distributed over numerous sites and there is no central hob for this kind of information.
    2. drunkengod
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      What are your actual in game settings? I would love for my 2080 to be able to do 50fps in Kabuki
    3. MetalxMusic
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      @Ariz Wtf, I tried your settings. How do you play like this? I got 83-84fps staring at Kabuki market from a sidewalk, and when I tried your settings, I get 40fps lol.
    4. XXLpeanuts
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      Worth noting I am using Ariz's settings with a 3090 and an i9 9900k and got a perf improvement with them over vanilla and the other BetterRT mods settings. I imagine its because he also has a 3090 and therefore has an insane amount of Vram to spare.
  10. StonedOrange
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    is there any way to have cyberpunk rt run somewhat smooth and give me above 30 fps on my 2060 OC? I know it's not the newest or that great of a card, but would be great to enjoy some ray tracing
  11. reptiloid12345
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    hi , is compatible with  version 1.3  ?  
    thanks
    1. AriZ
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      Almost every ini tweak should be.
  12. Nargon33
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    Works on a 6600xt in patch 1.3, but only gives like a 5% performance improvement. I feel like ResolutionScale
    ResolutionScaleNormalFactor, do nothing at all to performance for me. I tried changing them to a number of things but saw no change in multiple benchmark recording using the car chase scene at the start of the game. I thought that maybe you could cause the game to cast 1/2 or 1/4 the rays and drastically improve performance, instead of shooting 1 ray per pixel on screen. In Doom Eternal you can do it so it shoots 1/2 or 1/3 the rays of the render resolution based on how high the reflections are set. I guess this isn't that setting? Wonder if there is one.
  13. navis995
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    For me it seemed like it improved things at first but then I noticed that many of the ads textures were super low and because of that blurry, which was not worth it imo.
    1. AriZ
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      I have a similar issue and I think that's just the game itself. If this is the case, you should report the bug:
      https://support.cdprojektred.com/en/cyberpunk/pc/gameplay/issue/1736/i-want-to-report-a-visual-issue

      If it is the mod, there are only two entries this mod changes and I change in my *.ini file. Such as they are:
      GeometryUpdateBufferSizeMB = 8176
      ScratchBufferSizeMB = 8176
  14. metalhead2016
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    do you happen to know a way outside the game to turn ray tracing off.  i tried ray tracing and it caused ctd but the game wouldn't start properly anymore, the moment when its supposed to go into the menu the ray tracing option kicks in and just crashes the game again, i'd like to try the optimized ray tracing but i need to get into the game first to turn it off so i can change some settings around making it less heavy
    1. AriZ
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      It's a bit late but there are settings files of your game. I don't know by heart where they are located but have a look in the game's folder and your documents folder.