Cyberpunk 2077 Graphics Optimization Guide, Performance Benchmarks, & Comparisons



Read more about Cyberpunk 2077➜ https://cyberpunk2077.mgn.tv

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.
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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.

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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

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Host, Editorial, Testing: Steve Burke
Editorial, Testing: Patrick Lathan
Testing, Video, Graphics Analysis: Andrew Coleman
Video: Keegan Gallick

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44 thoughts on “Cyberpunk 2077 Graphics Optimization Guide, Performance Benchmarks, & Comparisons”

  1. This was an insane amount of work, and huge props to Andrew also for throwing together that intro animation & 3D art in about 6 hours! It took the entire team about a week to complete this content. You can support it via Patreon, where we've just published a new behind-the-scenes video for Patreon backers: http://www.patreon.com/gamersnexus or via our store: https://store.gamersnexus.net/
    There are some details in the description box above about LOD, face geometry, and other settings that we left out.
    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

    Reply
  2. Did you guys try the DLSS blurriness improvement modification? Aka setting a negative LOD bias because the devs didn't properly implement that part of the DLSS process so you have to do it manually to improve the quality.

    Reply
  3. thanks for the video, very informative and detailed. Can we hope for an analysis for Fidelity CAS for the rtless people? Cause no one seems to bother. 🙁 i fear it could be a lot more of work but after Death Stranding is the only "mainstream" game with it. Thanks in advance and happy new year.

    Reply
  4. here is my guide:
    Download sweetfx (or what the name is today) and look for AMDfidelity sharpness.
    Play around with the amount of sharpness, i think mine is at 0.17 or something.
    Makes the game look REALLY sharp, because out of the box the game is far from it.
    doesn't even cost 1 fps.

    Reply
  5. 5950x + 3090 + 980 Pro = everything on Ultra/Psycho, Raytracing Ultra, DLSS quality. Game is still ugly af. Metro Exodus/Shadow of the Tomb Raider look wayyyy better then CP 2077 with a ton of visual glitches, messed up LODs and AA.

    Reply
  6. Cries in 10 series gpu not having half these options ;-;.

    Would be nice if they enabled dlss for all cards. That would boost performance quite a lot on older hardware. At 1440p rn my 1070 with i57600k is running this at around medium most settings. Some good tips in here though for what I might be able to tune up

    Reply
  7. Ironically, watching this video showed me the limit of my youtube rendering speed.

    On an RTX 2060 super and 2 e5-2690 xeons (running 3.8 mhz per core, hyperthreading off, 16 cores total, Sandy bridge), it can render 1440p at 60 fps, but at 4k it drops about every other frame.
    Jesus, google, is making a codec that at an RTX card can't handle really worth losing the licensing fees? Who exactly can watch 4k 60hz vp9 videos?

    In Chrome by the way. I checked to see if it's an HDR video, I don't think it is, it's bt709.

    Ok, it's the same in Firefox with hardware accelleration enabled.

    But I get full 60fps4k with no dropped frames in Edge!

    Reply
  8. I'm loving Cyberpunk. After showing us the amount of work your team did Steve. For this video. I just bought the mouse mat as my way of saying thanks for your hard work.

    And because my smaller mouse mat i'm currently using keeps sliding off my desk when playing. Grrrrrr! So annoying lol

    Reply

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