The shift in workload from the FP32 cores to the tensor cores, which execute the DLSS algorithms, likely contributes to the power numbers. NVIDIA GeForce RTX 4090 Cyberpunk 2077 Demo CYBERPUNK 2077 1440P (MAX SETTINGS + ULTRA RT + PSYCHO) DLSS "quality" 3 reduces power consumption by 25%, from 461 W while rendering at native resolution to 348 W. It is also claimed that the energy consumption has been cut down considerably. Since latency has been cut in half, this amounts to a net increase of two times the frame rate. The average latency drops to 53 ms and the frame rate increases by nearly twice to 119 FPS (1% lows) when DLSS 3 is activated. Graphics processing unit (GPU) temperatures are observed in the region of 50 to 55 ☌. The RTX 4090 achieves 59 frames per second at native resolution (49 at 1% lows) with a 72–75 milliseconds frame time. The game's obnoxious volumetric fog hides this to a certain degree, but it will be a requirement for my Ghost In The Shell env mod since the fog is reduced to a level where it can't be unnoticed with RT lighting on at any setting.Cyberpunk 2077 at 1440p on its crazy settings preset, with DLSS, the NVIDIA GeForce RTX 4090 apparently boosts up to 2.8 GHz (2810 to 2850 MHz) at factory settings. ![]() Set RT lighting to Ultra, or keep Psycho if you really insist, and create a new ini file in the engine\config\platform\pc folder.Įver look up at an overpass in the middle of downtown in the mid night (Near Embers comes to mind) and see the diffuse lighting abruptly cutoff to start darkness? Did you walk forward and notice that more diffuse lighting was filled in with your movement? That's importance sampling at work. Seeing as you're running RT Psycho lighting, meaning your have some frames to spare, I'll make a suggestion for you. ![]() I can't go over all of these details with images as I don't have the game installed at the moment. Resolution - DLSS quality x volumetric fog quality, or something to that effect, determines how prevalent aliasing of emissive volume data will be. You didn't seem to notice it though, so does it really matter? I can see better diffuse AO and local diffuse lighting in your images at quality vs balanced. RT Psycho at any resolution will render better than any of the other RT settings at the same scale just as RT Psycho at quality DLSS will render better than RT Psycho at balanced and it will render best at native. Assuming native resolution, just to keep it simple RT Ultra at 4k should present roughly the same, perhaps even less, noise as RT Psycho at 1440. We can get more into why it's here and not in actual reflections, such as water or clear coats another time perhaps.īack to lighting specifically - RT lighting quality is impacted by resolution as well. Even though it's a "reflection", the texture density coupled with high contrast between shadow/light create a scenario that noise can't be avoided - The API simply can't understand what you're looking at in the given resolution. It's an example of RT quality effected by resolution and scaling though. Did you even notice? Doesn't seem like it. Larger, fuzzier, reflection splotches at balanced than quality. Take a look at the patch work on the road in the second image, left of center. ![]() Perhaps it's not at 8k but I don't have an 8k monitor, nor do I have a 3090Ti, so testing it isn't even an option for me. Semi-gloss, high-frequency texture, reflection noise is a different beast that seemingly needs more development on the API side - it's an issue in the few games that have the effect implemented and it's there even at 4K native. It's noteworthy, but not entirely what I'm getting at here.) (There was a noise issue introduced in 1.5 with skin shaders caused by the RT radius adjustments the devs made. The major benefit to running Psycho is denoising quality because the differences otherwise are quite minuscule - GI bounce lighting is not that noticeably different over standard lighting from what I've seen because it doesn't override the game's base faux GI data. It's why it is most noticeable in the evenings, alleyways, under bridges, etc. That means noise is reduced because it's not having to interpret the difference between shadow/light as much and that's where noise comes from. The higher your setting is for this parameter, the more lighting data the API has to work with. Keeping it simple RT lighting medium
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