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This is the Complete Cyberpunk 2077 Graphics & Optimization Guide, ft. side-by-side graphics quality comparisons, benchmarks, and research on the game's settings, along with tuning advice. Sponsor: Drop ENTR Mechanical Keyboard (https://dro.ps/gamersnexus-entr-3) This was a nearly insurmountable amount of work that required the entire team's involvement. Patrick and Andrew worked side-by-side for a week on just running tests and collecting visual comparisons, Keegan spent hours combing through footage and editing it, and Steve worked on the editorial and testing components of the piece. If you'd like to help support this type of content, please consider supporting us on Patreon or grabbing one of our items on the GN store. The best way to support our work is through our store: https://store.gamersnexus.net/ Like our content? Please consider becoming our Patron to support us: http://www.patreon.com/gamersnexus Watch our #Cyberpunk 2077 DLSS comparison and benchmarks: https://www.youtube.com/watch?v=zUVhfD3jpFE Watch our #Cyberpunk2077 CPU benchmark (updated on 1.05) - https://www.youtube.com/watch?v=G5jTaa4Wj7Y And our Cyberpunk 2077 GPU benchmarks: https://www.youtube.com/watch?v=w4rgB2zb7dg This content will break-down the most intensive graphics settings in Cyberpunk 2077, the biggest FPS gains you can get from tuning settings, and the biggest visual quality changes from those settings. Graphics options we'll be defining are as below. There were a few options that didn't make the final cut for this guide due to length, but we tested every single setting in the game. Items not present were ruled to have little impact to performance or, in some cases, were actually not working yet. LOD settings, for instance, had very little impact on the whole, and the distance at which LOD levels changed was constant across all settings. Sub-surface scatter quality also had almost no difference. We looked at hands, ears, veins, and faces to try and find sub-surface scattering differences, and they were so small that it wasn't worth spending time to include. Facial lighting geometry was one we couldn't find any differences for. CDPR says it's in there and working, but we couldn't find any evidence of that after testing for a few hours. These were omitted for those reasons. The graphics options and settings covered include: - Screen-space reflections (off, low, medium, high, ultra, psycho, RT) - Ray-traced reflections - Local shadow mesh quality - Local shadow quality - RT shadows - Cascaded shadow range & resolution - Distant shadow resolution - Contact shadows - Volumetric Cloud Quality - Volumetric Fog Resolution - RTX off vs. on - global illumination, ambient occlusion, lighting, shadows, etc. - Anisotropy and Anisotropic Filtering - Max Dynamic Decals - Crowd Density - etc. TIMESTAMPS 00:00 - WAKE THE GPU UP, SAMURAI. WE HAVE A GAME TO BENCHMARK. 01:49 - Not Possible to Fit Everything (DLSS, GPU, CPU Benchmarks) 04:12 - Screen-Space & Ray-Traced Reflections Comparison 07:25 - Screen-Space Reflections Benchmarks (Cyberpunk 2077 Graphics Optimization) 08:29 - Ray-Traced Graphics Options in Cyberpunk 2077 09:36 - Ray-Traced Shadow Benchmarks in Cyberpunk 10:14 - Ray-Traced Lighting Explained & Differences 11:00 - Ray-Traced Lighting (Medium, High, Ultra, Psycho) 11:41 - Ray-Traced Lighting Benchmarks (Medium, High, Ultra, Psycho, Off) 12:20 - RT Options Toggles & Benchmark Tests 14:19 - Crowd Density Low vs. High vs. Medium Comparison 16:16 - Crowd Density GPU Benchmarks 16:47 - Crowd Density CPU Benchmarks (Ft. AMD R3 3300X) 17:28 - Volumetric Cloud Quality Comparison 19:27 - Volumetric Cloud Quality Benchmark & Tuning 20:41 - Volumetric Fog Resolution Comparison 22:57 - Volumetric Fog Resolution Benchmarks & Optimization 23:54 - Ambient Occlusion Comparison (Off, Low, Medium, High, RT Psycho) 23:35 - Ambient Occlusion Benchmarks & Optimization in Cyberpunk 2077 26:34 - Texture Quality Comparison in Cyberpunk 2077 27:30 - Not Actual VRAM Utilization, but Allocation 28:01 - VRAM Allocation Logging with Texture Quality 29:01 - Shadow Options, Cascaded Shadow Range, Distant Shadows 29:21 - Local Shadow Mesh Quality Comparison 29:55 - Local Shadow Quality Comparison (Off, Low, Medium, High) 30:15 - Cascaded Shadow Range Comparison 30:52 - Cascaded Shadow Resolution & Distant Shadows Resolution 31:14 - Contact Shadows Comparison 31:45 - Shadow Benchmarks 32:17 - Anisotropy Comparison 33:34 - Anisotropy Benchmark 34:09 - Max Dynamic Decals 36:20 - Static Decals & Skid Marks Vanishing Too Fast 36:44 - Conclusion ** Please like, comment, and subscribe for more! ** Follow us in these locations for more gaming and hardware updates: t: http://www.twitter.com/gamersnexus f: http://www.facebook.com/gamersnexus w: http://www.gamersnexus.net/ Host, Editorial, Testing: Steve Burke Editorial, Testing: Patrick Lathan Testing, Video, Graphics Analysis: Andrew Coleman Video: Keegan Gallick
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