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

Well, I can confirm there is RT reflections in certain NPCs as well that have shiny pieces of clothing, and some chromes and shiny latex. So in fact, everything that is 100% glossy, it's just not doing diffuse reflections.
 
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For the sake of comparison, this is the Misty Esoterica photo on a 9070xt (4k fsr quality, everything max/on including the shitty vignette, chromatic aberration etc), and Screen Space Reflections on Psycho which basically has more performance impact than base RT itself)

bq3vx.png

I don't' if colors are off or not because i have both LUT (installed but i shut off before the SS) and HDR on

What I really want to see is the rain puddle reflections on the Pro. If they pulled some new trick up the sleeve or not. Imho this still is the main Achilles heel with RT on AMD cards.
 
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I think they should have go for 1080p in 60fps to push maybe a bit more of RT? Not sure about locked 60 but they could have added something else.

Nop, because the lower you go with the resolution the more you lose with FSR image quality and it makes RT reflections even more "noisy".
 
The fact there's this many people mistaking Pro footage for PC Path Tracing (with mods even), and straight up refusing to believe it's not should tell you everything.

RT shadows and RT reflections (on transparent/sharp surfaces only though) are Psycho settings. Not sure RT AO and those RT lighting elements, but according to ERA those are too.


I think they might be. I've heard they are full res, they render all shadows within the reflection, and the distance is huge. Yes, I don't think I've seen better on console.
Don't think it's Psycho since it seemingly lacks RT reflections on some rough surfaces, but those guys on Twitter are just idiots. Psycho doesn't do a lot more than High except for being much more demanding and the differences are hard to spot.

Oliver responded to some criticism on beyond3d.

jNZwdW5.png
 
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I guess PS5 Pro install base went significant. I'm still happy with my PS5 though
I think there's also benefit of Pro patches overall for next gen. Ps5 runs PS4 games in BC, if they had Pro versions, then ran at those settings. If you have ps6 on horizon, it would make sense it would ran best versions in it's BC mode, so all Pro games would look and run even better on base PS6. This is is why I don't like so many games just don't have FPS uncap for quality modes. Like if cyberpunk had toggle for 40fps mode, then you potentially are looking at 60fps or more on next gen console.
 
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The fact there's this many people mistaking Pro footage for PC Path Tracing (with mods even), and straight up refusing to believe it's not should tell you everything.

RT shadows and RT reflections (on transparent/sharp surfaces only though) are Psycho settings. Not sure RT AO and those RT lighting elements, but according to ERA those are too.


I think they might be. I've heard they are full res, they render all shadows within the reflection, and the distance is huge. Yes, I don't think I've seen better on console.

mwtEkEVnLM8t6djA.png

Shadows and reflections don't have settings on PC, just "on/off" switches. Medium, High, Psycho is for RT lighting only.

Reflections in PS5 Pro version are present only on high reflective surfaces (so mirrors, water, glass, some metals etc.) while PC version (again, with only on/off switch for reflections) have them for much more types of surfaces (and they are very expensive). So CP2077, similar to AW2 is using custom settings here not available on PC. They also did CPU optimizations, similar to GTA5 RT reflections - draw distance to them is super close, objects disappear quickly from BVH structure.

I think they should make 1080p locked mode (with PSSR2) and enable higher tier of reflections (+RT lighting in 40fps mode).

Q6Ke7fwgt4ctgT6l.jpeg
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Don't think it's Psycho since it seemingly lacks RT reflections on some rough surfaces, but those guys on Twitter are just idiots. Psycho doesn't do a lot more than High except for being much more demanding and the differences are hard to spot.
No idea personally, that's what I've read on the purple place.

Oliver responded to some criticism on beyond3d.

jNZwdW5.png
Weak ass response from beluga, that's still trying to downplay their colossal fuck up. "Vast majority of reflective surfaces do not seem to use RT.. This includes most windows.. glossy painted surfaces"

He's literally contraddicting CDPR for fuck sake:

RT reflections on transparent are for all transparent objects like any window (building windows, metro, etc.) and of course including cars, but not only

I haven't tried it myself, but we had people here corroborating every single glass surface in the game has RT reflections:

bd2okfqyrztg1.jpg

HFY-cd-Da8AIc-XTJ.jpg

RT3uz7ELoZpDhBz7.jpeg

4fgSOHLMLGajkl2O.jpg

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64ZI2IkYWIXwxOOf.jpeg

IMG-2856.jpg

IMG-2859.jpg

CgfWJegBIqm1OZ9s.jpeg

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bTOjm9ycAxj11FR1.jpeg


Where are those "vast majority of windows" without RT when even all those balcony ones have it?

5dvOZOua3NiWvn8e.jpeg

5dv-OZOua3Ni-Wvn8e.jpg


Not sure about "metals and glossy painted surfaces" either, after reading this:
Well, I can confirm there is RT reflections in certain NPCs as well that have shiny pieces of clothing, and some chromes and shiny latex. So in fact, everything that is 100% glossy, it's just not doing diffuse reflections.

And I guess car paint could also enter within both definitions.

mwtEkEVnLM8t6djA.png

z9O4ktir83DqZmgT.png


What a joke.
Yes, it's not that serious, but if they were in any way professional, given afterall they interact with (and influence) directly developers and are even acknowledged by people like Mark Cerny, they would take down the video, issue an apology, and make a whole new one.

 
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No idea personally, that's what I've read on the purple place.


Weak ass response from beluga, that's still trying to downplay their colossal fuck up. "Vast majority of reflective surfaces do not seem to use RT.. This includes most windows.. glossy painted surfaces"

He's literally contraddicting CDPR for fuck sake:



I haven't tried it myself, but we had people here corroborating every single glass surface in the game has RT reflections:

bd2okfqyrztg1.jpg

HFY-cd-Da8AIc-XTJ.jpg

RT3uz7ELoZpDhBz7.jpeg

4fgSOHLMLGajkl2O.jpg

yv5x6omEIZm7aD9E.jpg

64ZI2IkYWIXwxOOf.jpeg

IMG-2856.jpg

IMG-2859.jpg

CgfWJegBIqm1OZ9s.jpeg

C6rguTMU5U4wghXN.jpg

bTOjm9ycAxj11FR1.jpeg


Where are those "vast majority of windows" without RT when even all those balcony ones have it?

5dvOZOua3NiWvn8e.jpeg

5dv-OZOua3Ni-Wvn8e.jpg


Not sure about "metals and glossy painted surfaces" either, after reading this:


And I guess car paint could also enter within both definitions.

mwtEkEVnLM8t6djA.png

z9O4ktir83DqZmgT.png


What a joke.
Yes, it's not that serious, but if they were in any way professional, given afterall they interact with (and influence) directly developers and are even acknowledged by people like Mark Cerny, they would take down the video, issue an apology, and make a whole new one.



This is similar to Doom reflections on consoles vs. PC version (Doom Eternal), they had optimizations done to eliminate RT on rough surfaces.

Reflections on rough materials are much more expensive than on glass like surfaces (but they are also less visible to the player...).

B0Hpj6HmBno8PrBu.jpg
 
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No idea personally, that's what I've read on the purple place.


Weak ass response from beluga, that's still trying to downplay their colossal fuck up. "Vast majority of reflective surfaces do not seem to use RT.. This includes most windows.. glossy painted surfaces"

He's literally contraddicting CDPR for fuck sake:



I haven't tried it myself, but we had people here corroborating every single glass surface in the game has RT reflections:













Where are those "vast majority of windows" without RT when even all those balcony ones have it?




Not sure about "metals and glossy painted surfaces" either, after reading this:


And I guess car paint could also enter within both definitions.




What a joke.
Yes, it's not that serious, but if they were in any professional, given afterall they interact with (and influence) directly developers and are even acknowledged by people like Mark Cerny, they would take down the video, issue an apology, and make a whole new one.


That's actually Oliver, not Alex. Unless the nickname Beluga is for Oliver.

It's weird since he says CDPR contacted then, but then seem to seemingly contradict them in his very response. Could be something unclear with the terminologies he's using.
 
PC version reflections on rougher surfaces vs. Pro reflections:

TgbRd7KwkdON74ZF.jpeg
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Video:





But when reflections work on Pro, they are very high quality

So5bCAC236EQjrAo.jpeg
 
Honestly? I noticed a little upgrade in how things resolve with PSSR but other then that....I wasn't saw what was different ¯\_(ツ)_/¯
Is it sarcasm I guess... FSR is notorious to be completely broken in different details, especially in motion, weird thing to claim at least.
 
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Ps6 will make pc redundant next Gen. All the features will be present and performant. Any difference will be academic.

Everything will hinge on dlss5 to offer something unique
 
Ps6 will make pc redundant next Gen. All the features will be present and performant. Any difference will be academic.

Everything will hinge on dlss5 to offer something unique

Hahaha. What are you talking about?

You expect path tracing and 60fps in all PS6 games for example? Next gen GPUs will run circles around consoles when it comes to RT and ML performance.
 
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Ps6 will make pc redundant next Gen. All the features will be present and performant. Any difference will be academic.

Everything will hinge on dlss5 to offer something unique
There is no making PC redundant. A lot of the draw of PC gaming cannot be replicated on consoles. I'm still surprised this is a talking point in 2026.

Even if you just refer to graphics, as long as consoles are limited by TDP and cost than PCs will always be able to offer higher framerates or visual fidelity. The PS6 is probably around 5070ti level, PT is going to be doable on that kind of hardware but compromises will still need to be made.
 
Hahaha. What are you talking about?

You expect path tracing and 60fps in all PS6 games for example? Next gen GPUs will run circles around consoles when it comes to RT and ML performance.
Same nonsense we hear at the start of every gen. PS3 was supposed to make PCs obsolete with the power of the Cell. PS4 was going to make PCs struggle with the massive 8GB of GDDR RAM it had, PS4 Pro made PCs useless because of advanced checkerboarding, PS5 had the almighty SSD IO.

I'm sure once the PS6 gets shown off some other talking point will take the spotlight.

The reverse is also silly of course. No GPU from Nvidia is going to kill consoles or make them obsolete.
 
Ps6 will make pc redundant next Gen. All the features will be present and performant. Any difference will be academic.

Everything will hinge on dlss5 to offer something unique
And PS5 was supposed to force everyone to get 64GB of RAM and a super fast SSD.

Canadian Lol GIF


Technology won't stop moving. Path tracing still requires monstrous performance and the PS6 will have to make sacrifices to get it. Things like proper denoising and ray reconstruction will need to be pushed further because they ain't cutting it now and even a 5090 has a hard time with it.
 
How is this insane? It's another open world. GOT is full of copy/pasted content and has like 4 enemy types. Just because it has a Sony badge doesn't make it great.

Death Stranding is one of the most boring games I've ever played, so, no. Plus, it's on PC.

Seems literally millions of people disagree with you on Ghost of Tsushima. I think we as a society need to start recognizing when we are in the minority and just be okay with things that are good, but we just personally don't like it. Some of yall's minds are warped.
 
Seems literally millions of people disagree with you on Ghost of Tsushima. I think we as a society need to start recognizing when we are in the minority and just be okay with things that are good, but we just personally don't like it. Some of yall's minds are warped.
And millions agree too, so what's your point?
 
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The new ray tracing Pro option looks so much better than the regular ray tracing option, as much as I hate playing at 30 fps vs 60 (my TV is 120 but receiver only does 60) it is almost worth it due to the stark difference. It's something with the world illumination, the regular ray tracing just doesn't feel as vibrant.
 
The new ray tracing Pro option looks so much better than the regular ray tracing option, as much as I hate playing at 30 fps vs 60 (my TV is 120 but receiver only does 60) it is almost worth it due to the stark difference. It's something with the world illumination, the regular ray tracing just doesn't feel as vibrant.
can't you try to put your TV into 120Hz ? The 40 fps feels pretty fluid imho, and yes the added GI sometimes has a transformative effect
 
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can't you try to put your TV into 120Hz ? The 40 fps feels pretty fluid imho, and yes the added GI sometimes has a transformative effect
I don't think that's possible if you connect to the TV through a receiver and the receiver does not support it. So the choices are to connect directly to TV and have the audio alone go back to the receiver via eARC or fiber optic, or upgrade the receiver altogether.

archvile7 archvile7 , why can't you connect directly and use eARC or optical? I had an ancient receiver for a long time that didn't even support 4k 60, so that route worked well for me for years....
 
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PC gamers should listen more to Valve regarding the "PC"

When the PS6 is released, "70%" of PC users on Steam will have a PC more powerful than the PS5. :messenger_tears_of_joy:

Valve Claims Steam Machine Outperforms 70% of Current Gaming PCs


 
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This is most certainly not the last update. There's like a 99% chance they bring the PT Overdirve update to next-gen consoles.
 
PC gamers should listen more to Valve regarding the "PC"

When the PS6 is released, "70%" of PC users on Steam will have a PC more powerful than the PS5. :messenger_tears_of_joy:

Valve Claims Steam Machine Outperforms 70% of Current Gaming PCs



PS6 will be released in Q4 2027, what does something from November 2025 have to do with it?

And valve is full of shit, unless they count CPU only or something. I think NG users provided more accurate estimates that are very different.
 
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This is most certainly not the last update. There's like a 99% chance they bring the PT Overdirve update to next-gen consoles.
Probably when I'll actually end up playing it. Lol. I think there's going to be quite a few games that get path traced remasters around launch because they have no other game ready during that window.
 
This update is fantastic! Just riding around the city at night is an absolute treat for the eyeballs. There are reflections all over the place, so I haven't got a clue what DF were looking at.
COUNTING MONEEEEEHH

Not giving a
F u c k about their credibility
 
Posted this on the other thread but I think it could also be helpful If I posted here.

I want to share a few findings.

I dont know if this is related in any way with my TV but for the record I'm using an LG CX. For some reason, Cyberpunk does not seem to click properly with an uncapped framerate and VRR, at least on my 120hz display. I was getting very noticeable drops in fluidity both in performance and raytracing 60 modes that kinda made me not play anymore. But I found out that turning off the 120hz mode in my PS5 system settings while keeping VRR on improved drastically the fluidity and overall performance of the game. Suddenly troublesome spots like the initial city area when you 1st get out of your building was performing almost locked, even in the raytracing 60 mode. It still drops frames but it was much much better than the juddery mess I got with 120hz/VRR combo turned on.

I think its my preferred way to go along with the raytracing 60 mode. Even if I have to sacrifice a bit of latency in the process.

Also, Cyberpunk with the raytracing 60 mode on could maybeeee be the best looking game right now on consoles. I'm pretty convinced that it is the game that currently pushes the Pro hardware the farthest so far, considering the insane IQ you get with a 1440P base resolution (Absolutely overkill for PSSR) and the incredible performance we get with those raytracing features.
 
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Are there seriously people who would rather play at 40fps over the 70-90fps mode?

napoleon dynamite GIF
I'd rather play the Raytracing Pro Mode at 30fps within a 60hz container just to avoid the color banding that comes when executing 4K outputs within a 120hz container on the PS5 due to the console's inferior HDMI bandwidth.
 
PC gamers should listen more to Valve regarding the "PC"

When the PS6 is released, "70%" of PC users on Steam will have a PC more powerful than the PS5. :messenger_tears_of_joy:

Valve Claims Steam Machine Outperforms 70% of Current Gaming PCs


End of 2027 will likely have 70% of PCs on Steam more powerful than a PS5. It's currently just over half.

Is that supposed to be bad? That means gaming PCs as powerful (or more powerful) than a PS5 will outnumber PS5s.

Unless you are meaning PS5 would be more powerful than 70% of PCs, which is not even currently the case.
 
The combination of RT shadows, better ambient occlusion, higher res, and reflections EVERYWHERE means that Digital Foundry completely fucked this up, and that I'm gonna start another playthrough like now.

It's absolutely stunning on PS5 Pro.
 
The combination of RT shadows, better ambient occlusion, higher res, and reflections EVERYWHERE means that Digital Foundry completely fucked this up, and that I'm gonna start another playthrough like now.

It's absolutely stunning on PS5 Pro.
Reflections are not everywhere. Not on puddles or surfaces that are diffuse. Which is everything that is not mirror like. SSR is still pretty obvious in those cases.
 
Reflections are not everywhere. Not on puddles or surfaces that are diffuse. Which is everything that is not mirror like. SSR is still pretty obvious in those cases.

they really should consider lowering the internal res and raising the roughness cutoff for reflecions. it's nice to not have SSR on large water bodies, but the game has so many reflective surfaces that only applying it to literal 0 roughness materials is leaving out way too much it seems
 
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they really should consider lowering the internal res and raising the roughness cutoff for reflecions. it's nice to not have SSR on large water bodies, but the game has so many reflective surfaces that only applying it to literal 0 roughness materials is leaving out way too much it seems
May be there is a performance bottleneck in doing that. Large bodies of water in this game generally means there is nothing much happening on screen at that point, so they can afford to do it. Any roughness means sending out rays for most pixels all the time, even during heavy combat scenes. When it's raining, that simply may not be within the budget for this game on pro. Could be VRAM bandwidth, for example. Just a theory
 
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they really should consider lowering the internal res and raising the roughness cutoff for reflecions. it's nice to not have SSR on large water bodies, but the game has so many reflective surfaces that only applying it to literal 0 roughness materials is leaving out way too much it seems

I think that every tweak related to RT, either reflection or lighting has an appreciable impact on CPU times, which Cyberpunk's already pretty limited by. So even if they tone down resolution we may not get the expected performance bump. GPU bottlenecks gives you more freedom in terms of tools and tricks to mitigate them. CPU however... they'd probably resort to downgrading the NPC variety-quantity, the amount of vehicle traffic, Lods, and things of that nature. Maybe its trickier than it seems right now.
 
I think that every tweak related to RT, either reflection or lighting has an appreciable impact on CPU times, which Cyberpunk's already pretty limited by. So even if they tone down resolution we may not get the expected performance bump. GPU bottlenecks gives you more freedom in terms of tools and tricks to mitigate them. CPU however... they'd probably resort to downgrading the NPC variety-quantity, the amount of vehicle traffic, Lods, and things of that nature. Maybe its trickier than it seems right now.

roughness cutoffs are mainly a GPU related optimisation. rough materials need more rays and better denoising while being less predictable.

they could hide reduced draw distance and reduced details as well, but it doesn't seem that they do that.
 
roughness cutoffs are mainly a GPU related optimisation. rough materials need more rays and better denoising while being less predictable.

they could hide reduced draw distance and reduced details as well, but it doesn't seem that they do that.
The current RT reflections which are in are pretty high resolution though, could they decrease the resolution of these in order to active reflections on rough surfaces ?
 
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