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Cyberpunk 2077 PlayStation 5 Pro enhancements detailed (Patch releases April 8)

targets 40FPS

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20 FPS Frame Gen x6
 
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Not even close.
Theoretically it's "full RT", but in Cyberpunk Path Tracing is just a whole different beast.

Still, should look much better than the way it looks now.

I thought full RT and PT were the same thing.
 
RT reflections is nice.

but I wonder how dialed back they'll be. just remember how much the reflections had to be dialed back in Alan Wake 2 due to CPU issues. massively reduced update rate, massively reduced draw distance etc.
 
I thought full RT and PT were the same thing.
Depends who you ask. They're playing loosely with the terminologies and different devs have different definitions. As far as I'm aware, CDPR never used the term "full ray tracing" for Cyberpunk. Machine Games uses it with Indiana Jones to refer to their path tracing implementation.
 
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Daenerys Targaryen Smile GIF by Game of Thrones


Not even close.
Theoretically it's "full RT", but in Cyberpunk Path Tracing is just a whole different beast.

Still, should look much better than the way it looks now.
Path tracing and raytracing have to be more about the way how the hardware handle the rays bounce than "full ray traced" effects; path tracing is more precise where raytracing is limited to the first view perspective. But I'm not exactly so informed about the matter.
 
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Depends who you ask. They're playing loosely with the terminologies and different devs have different definitions. As far as I'm aware, CDPR never used the term "full ray tracing" for Cyberpunk. Machine Games uses it with Indiana Jones to refer to their path tracing implementation.

Ah yeah....I remember that being discussed in the Indy threads now. So not standard jargon. Ok, thanks.
 
RT reflections is nice.

but I wonder how dialed back they'll be. just remember how much the reflections had to be dialed back in Alan Wake 2 due to CPU issues. massively reduced update rate, massively reduced draw distance etc.

Alan Wake 2 used BVH4, CDPR are using BVH8 which will be more efficient. BVH is the acceleration structure the GPU uses to work out which rays hit which objects in the scene. Think of it like a search tree instead of testing every ray against every triangle in the scene (which would be impossibly slow), the GPU organises the geometry into a hierarchy of bounding boxes and narrows down the search. BVH4 tests 4 child nodes at each level of the tree. BVH8 tests 8. So at every step of the traversal, BVH8 is evaluating twice as many potential intersections simultaneously. That means you need fewer steps to find the geometry a ray actually hits, which means fewer memory accesses, less latency, and more rays processed per second. It's like a binary search versus a linear search same data, but fewer operations to find what you're looking for. With BVH4 you might need 10 levels of traversal to find your intersection. With BVH8 you might get there in 6 because you're eliminating more of the scene at each step.
 
Alan Wake 2 used BVH4, CDPR are using BVH8 which will be more efficient. BVH is the acceleration structure the GPU uses to work out which rays hit which objects in the scene. Think of it like a search tree instead of testing every ray against every triangle in the scene (which would be impossibly slow), the GPU organises the geometry into a hierarchy of bounding boxes and narrows down the search. BVH4 tests 4 child nodes at each level of the tree. BVH8 tests 8. So at every step of the traversal, BVH8 is evaluating twice as many potential intersections simultaneously. That means you need fewer steps to find the geometry a ray actually hits, which means fewer memory accesses, less latency, and more rays processed per second. It's like a binary search versus a linear search same data, but fewer operations to find what you're looking for. With BVH4 you might need 10 levels of traversal to find your intersection. With BVH8 you might get there in 6 because you're eliminating more of the scene at each step.

I know what a BVH is,
and even if it's more efficient, it's also an open world game with dozens of cars and pedestrians on screen at once, while AW2 has small scale hub areas with far fewer NPCs and no traffic.

so, even if it's less demanding like for like, this isn't a like for like comparison in terms of game content.
 
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bringing the lighting even closer to our artistic vision for this world
Oh snap, so CP2077 wasn't their true artistic vision for that world on console. Damn, so it's not just DLSS5 that takes away the intended artistic vision. Did they ever think about how the artists feel not having their vision in the game? DLSS5 haters are in shambles.
 
Maybe they mean 120Hz over HDMI 2.1 required for the 40 FPS mode? VRR doesn't even work on PS5 or PS5 Pro at 48 FPS and below.
 
I know what a BVH is,
and even if it's more efficient, it's also an open world game with dozens of cars and pedestrians on screen at once, while AW2 has small scale hub areas with far fewer NPCs and no traffic.

so, even if it's less demanding like for like, this isn't a like for like comparison in terms of game content.

Yeah it's also a different developer, Spider-Man 2's experimental RT get's better performance than Alan Wake 2 as well, i'd expect CDPR to deliver way better reflections than Remedy did with AW2.
 
This will give me the needed push to continue and finish the game. I might need to start over due to how long it's been.

I'll go with Ray Tracing Pro mode. 40fps is good enough for this type of game and I want all the bells and whistles.

I hope they'll also update TW3 for PS5 Pro (RT lighting at 60 fps) with the release of its new rumored expansion.
 
Never clicked with me like the Witcher 3 and the AI is a joke compared to something like GTA5.

I didn't like it at all.

Why do you need pedestrian Ai to be good in game similar to Deus Ex (when the most important gameplay parts are in "zones" with enemies)? Game was never meant to be GTA rival and if they marketed it like that, this was a huge mistake.

Game is quite brilliant, one of the best titles of this generation. Pro owners that never played it should have amazing experience.
 
I thought full RT and PT were the same thing.
They are, in theory.

But depends on the way RT is implemented. Amount of bounces, precision, general coverage, and in Cyberpunk Path Tracing goes way, way beyond the relatively simple RT implementation. It's a generational difference imo.
 
It's not.

The gunplay is clunky, the feel of the driving is frankly awful compared to the competition, and it has one of the flattest, least emotionally resonant stories in a big game in recent memory. I tapped out after 5 hours.

And before people say "tHaT's NoT eNoUgH tImE!", Clair Obscur hit higher notes in its first half hour. You can ray trace a turd and it will still be a turd.
 
Oh snap, so CP2077 wasn't their true artistic vision for that world on console. Damn, so it's not just DLSS5 that takes away the intended artistic vision. Did they ever think about how the artists feel not having their vision in the game? DLSS5 haters are in shambles.
You're trying so hard, it's adorable!
 
This will give me the needed push to continue and finish the game. I might need to start over due to how long it's been.

I'll go with Ray Tracing Pro mode. 40fps is good enough for this type of game and I want all the bells and whistles.

I hope they'll also update TW3 for PS5 Pro (RT lighting at 60 fps) with the release of its new rumored expansion.
Isn't there already RTGI in the next-gen PS5 update? Pro can just run it in boost mode because if I remember, the performance mode struggles to maintain 60fps.
The gunplay is clunky,
This is vague in meaningless. What makes it clunky? The aiming? The shooting feedback? The sway? The movement?
the feel of the driving is frankly awful compared to the competition,
What competition? GTA?
and it has one of the flattest, least emotionally resonant stories in a big game in recent memory. I tapped out after 5 hours.
The story is like 40 hours long. You wouldn't even know what's really going on after 5 hours.
And before people say "tHaT's NoT eNoUgH tImE!", Clair Obscur hit higher notes in its first half hour. You can ray trace a turd and it will still be a turd.
Story-driven RPG vs action RPG with far more content and that's far larger. Besides that, the writing in Cyberpunk is comically superior to E33. The side content is also worth doing, unlike E33, which has shit side quests.
 
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The gunplay is clunky, the feel of the driving is frankly awful compared to the competition, and it has one of the flattest, least emotionally resonant stories in a big game in recent memory. I tapped out after 5 hours.

And before people say "tHaT's NoT eNoUgH tImE!", Clair Obscur hit higher notes in its first half hour. You can ray trace a turd and it will still be a turd.

Ok

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Honestly this . It make no sense really to release the ps6 next year even. Between all these great updates to GTA 6 this year in ps5 pro as a best platform to play the game . Why on earth they are so in rush to release a system next year.

Just when the ps5 pro started to make sense , nope let's fuck all of that and release a next gen system that is gonna piss off the customers with its price, availability, and cross gen games . That's gotta do it.
Just think of it as choosing between a 5080, 5070 and 5060. Nothing wrong with owning the 5060 and sticking to it if that's what you can afford.

Call me crazy, but I would prefer that a new PS console be released every 4 years. And then every 17 years, the one released 16 years ago loses official support.
 
A balanced mode that renders at a base 1080P and upscales via PSSR2 could possibly add RT shadows and reflections while holding a steady 60 fps. Considering how good IQ can be with PSSR2 from a 1080p base , that would be the sweet-spot for me.
 
The gunplay is clunky, the feel of the driving is frankly awful compared to the competition, and it has one of the flattest, least emotionally resonant stories in a big game in recent memory. I tapped out after 5 hours.

And before people say "tHaT's NoT eNoUgH tImE!", Clair Obscur hit higher notes in its first half hour. You can ray trace a turd and it will still be a turd.
Tell me you didn't play the game without telling me you didn't play the game.
 
For those with ps5 pro and havent bought cyberpunk yet , looks like it is the right time to buy the game.
I did snagged a physical copy for 35 euro's the ultimate edition.
Already own it on switch 2 and pc.

But i fucking love my ps5
P R O
 
Jeez, I wasnt expecting full ray tracing. They are going all in and it's going to be glorious.

Not gonna lie, it makes me want to get a Pro.

Misty's Esoterica - PS5 Fidelty mode
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Misty's Esoterica - PS Blog.
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Cynosure - PS5 Fidelity Mode
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Cynosure - PS Blog
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Interiors in this game have lots of well positioned lights that were selected by hand. So they dont show off the RT On/Off difference as much as going out in the open world. Not that there's no difference, but it can be subtle sometimes.

Second screen, for example, is during a linear sequence from the DLC.
 
I found the game stunning at 1080p +DLAA on my 3060 with no RT a year-or-so back. Shat all over the older PS5/SX image quality.

I can probably achieve similar to this update with my newer 5060 TI 16GB today, but this is aweaome for PS5 Pro users like myself that want to maybe revisit the console version down the line, those that don't have a GPU in their PC that can make use of RT.
 
I was doing my first playthrough and stopped because they announced this update. Now will continue. It was worth the wait. Awesome update.
 
Given the time they've had since the Pro launched, it's interesting that they are deciding to do a full on patch with PSSR now. That implies that they are doing more to optimize the game for the Pro. Best case scenario we'll get the following:
  • Performance Pro Mode: The standard PS5's RT quality mode but running at 4K/60fps using PSSR 2 (RT shadows only)
  • RT Pro Mode: Additional RT features such as RTGI and/or RT Reflections added to the game running at 4K/30fps using PSSR 2
This would be awesome if they can make it happen!
I was pretty much spot on with my "predictions" although I didn't call out the performance mode (without RT).

It's a great update on paper. Pretty much base PS5 RT mode at 60fps and finally bringing much of the PC's RT effects to console at 40fps to boot. Great that they were able to push pass 30fps as the minimum with all the RT! :messenger_beaming:

Still interested to see if the 60fps mode has more RT besides the RT shadows that the base console has. Also, would be curious to see if we can unlock the FPS in the RT Pro mode (interesting to see just how far PS5 Pro can push these effects and what a PS6 version could mean down the line :messenger_open_mouth:)

They even surpassed expectations here which is amazing. Can't wait to see how it actually turns out from all the hands on tomorrow.
 
Just think of it as choosing between a 5080, 5070 and 5060. Nothing wrong with owning the 5060 and sticking to it if that's what you can afford.

Call me crazy, but I would prefer that a new PS console be released every 4 years. And then every 17 years, the one released 16 years ago loses official support.
I don't think supporting a platform for that long would be viable. Every 10 years, sure. Every 16 years is crazy. That takes us back to 2010 with GPUs like the GTX 480. Imagine if it had lost support just this year.
 
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