Cyberpunk 2077 RT Overdrive Path Tracing: Full Path Tracing, Fully Unnecessary

Cyberpunk 2077 Overdrive Testing
(Image credit: CD Projekt Red)

In its continuing bid to become the next Crysis, Cyberpunk 2077 recently released the "technology preview" of its RT Overdrive mode. That language is important, because it rightly suggests that most people either can't or shouldn't try out the fully path traced rendering mode for what was already a demanding game. Do you already own one of the best graphics cards? RT Overdrive could leave you longing for an upgrade.

Well, maybe. While the fully path traced version of the game is supposed to make everything look amazing, there's a reason most of the comparisons we've seen show RT Overdrive image quality versus pure rasterization-based rendering. If you're already running RT Ultra settings, the improvements aren't nearly as noticeable — they're still there, but it turns out hybrid rendering does a pretty good job of capturing many of the benefits of ray tracing without having to cast 635 rays per pixel (on average, according to Nvidia).

And let's also be clear about the headline. When we say "fully unnecessary," we're not talking about CD Projekt Red and Nvidia working together to release the full path tracing update. We're saying that if you don't have a powerful graphics card, you don't need to feel left out. It can make the game look better in various ways, but don't let FOMO convince you of the need to upgrade, at least not just yet.

The RT Overdrive settings are a tour de force for Nvidia's RTX hardware, including the beefed-up ray tracing cores, Shader Execution Reordering, Opacity Micro-Maps, and DLSS 3 Frame Generation. Maybe in two more generations of hardware, this is the sort of rendering we'll use in future state-of-the-art games. But that last item in particular, Frame Generation, deserves a bit more investigation.

As I've stated on several occasions, Frame Generation doesn't feel nearly as fast as the inflated numbers in charts might lead you to believe. You can see a full breakdown of five games with DLSS 3 support in our RTX 4070 review, but my take is that a 50% increase in frames to screen via Frame Generation feels more like a 10–20 percent improvement in performance. It will look better to someone looking over your shoulder watching you play than it feels, though, so maybe it's great for streamers?

But don't be concerned about some of those proprietary technologies limiting access to RT Overdrive mode. For better or worse, you can give path tracing a shot on everything from the original RTX 20-series up through the 40-series, as well as AMD's RX 6000- and 7000-series GPUs and Intel's Arc GPUs. Thankfully, Cyberpunk 2077 also has support for FSR 2.1 and XeSS 1.1 upscaling algorithms, so there's still a chance that non-Nvidia cards will manage playable framerates.

And that's what we set out to determine: Just how well can the various graphics cards run RT Overdrive mode, and how much upscaling will you need to hit playable framerates? (Spoiler: On non-Nvidia cards, the answer is "a lot.")

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Jarred Walton
Senior Editor

Jarred Walton is a senior editor at Tom's Hardware focusing on everything GPU. He has been working as a tech journalist since 2004, writing for AnandTech, Maximum PC, and PC Gamer. From the first S3 Virge '3D decelerators' to today's GPUs, Jarred keeps up with all the latest graphics trends and is the one to ask about game performance.

  • edzieba
    It would be worth having a look at Digital Foundry's coverage: I-ORt8313OgView: https://www.youtube.com/watch?v=I-ORt8313Og
    Once you know what to look for - particularly when it comes to global bounce-light and reflections of lit objects - the differences between the full rasterised GI in RT Psycho vs. the raytraced GI in RT Overdrive become much more clear. e.g. the splitscreen at 06:40 where the raster GI solution results in a main scene looking pretty ok (though with no bounce-lighting on any surface not directly lit by the scene light) but with its reflection being completely lit in the wrong colour. That's going to be a general theme with raster vs. RT GI - if the raster GI probe is different from the as-lit scene (e.g. you have a high temperature global light to match a sunny sky but the local environment is lit by a low-temp point light) then RT GI will produce a correct output, but raster GI will end up completely wrong.
    Reply
  • InvalidError
    Looks like Intel has much Cyberpunk RT Overdrive work to do in its drivers. The A750 should at the very least be wiping the floor with the RTX3050.
    Reply
  • Endymio
    most gamers would likely prefer saving money on the cost of a new graphics card rather than helping a corporation save on game development costs....
    Despite Jarred's subtle anti-capitalist slam, the fact remains that consumers ultimately bear the costs of game development, not corporations. I also question the logic of saying ray-tracing isn't necessary, because of its impact on "muh framez". The average Hollywood CGI film is vastly more realistic than any game, despite that it runs at a mere 30fps. Why? Better physics; better ray tracing. If you're capable of generating more than 60-75 fps already, the additional horsepower is better used for improved rendering, not more frames (I exclude the potential, but unlikely case of an advantage for professional eSports gamers).
    Reply
  • wr3zzz
    Competition will not let ray tracing be for development cost saving. Time spent on pre-bake lighting scale with complexity. Without having to worry about not looking right competition will drive developers to reallocate resources into adding details into the game. Perhaps we could finally see a big leap in physics. I am guessing realistic destructible stuff will be a lot easier to add into games if ray tracing can take care of lighting of all those stuff flying and falling instead of using artists. More variety in weathers will finally look good without adding a lot of costs too. Also as we add more vertices to characters ray tracing is almost a must for realistic faces to look good.
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  • Gahl1k
    The built-in benchmark does a poor job of showing the difference between hybrid rendering and Path Tracing. You can easily notice the difference at the beginning of the game, especially when you get Dexter's quest (i.e., get in his car and talk to him about the bot quest). It looks night and day different.

    In addition to that, Cyberpunk's Overdrive mode utilises four of Nvidia's algorithms, that's why it runs better on their cards. Your stance on taking this game's performance on other cards with a dose of scepticism is correct.
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  • blacknemesist
    This feels like a mumbo-jumbo of misinformation put together by manipulation of data and data selection to guide the reader towards the conclusion the author wants to put out all the while completely missing the point of WHY this mode is even available in an already pretty demanding game. Guess anything that is not pure raster is not to exist for some people.
    Reply
  • Giroro
    Ray Tracing continues to be a solution looking for a problem. It's a waste of silicon that is not at all worth the relentless RTX-era price hikes.

    required_username said:

    Doesn't Nvidia own Digital Foundry?
    If not outright, then through their massive ad-buys and exclusive access that built DF and are needed to keep DF afloat? Maybe something has changed lately, but they definitely used to be at the bottom of the classic YouTube trap: Shilling hard to try and win ad money, affiliate commissions, and "exclusive access".

    Don't get me wrong, they are important pioneers and mouthpieces for the direct-to-customer influencer-marketing industry. It's very powerful to be able to make an ad that people are more likely to believe than a NASA scientist... but I trust DF's opinion about Nvidia in the same way I would trust the Home Shopping Network, or George Foreman's opinions about tabletop electric grills.

    Endymio said:
    .... the fact remains that consumers ultimately bear the costs of game development, not corporations.

    Consumer is a dirty word. It's dehumanizing. I'm tired of being treated like a disposable consumer.
    I would much rather be a customer in a mutually beneficial relationship with a provider of goods and services.
    Reply
  • mhmarefat
    blacknemesist said:
    Guess anything that is not pure raster is not to exist for some people.
    Then how else can 4090 owner lord himself over lowly console gamer? Because console gamer is already reaching dangerously close (120 FPS)! Can you imagine the DREAD of having to be on par with other human beings?!
    High FPS is the right of only a few and it belongs to them alone.
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  • JarredWaltonGPU
    Multiple people here are missing the point. I'm primarily focused on performance here, and I discussed that at length. You're all getting hung up on the "RT Overdrive doesn't radically alter the way the game looks." Yes, it absolutely changes the lighting, it's more complex, etc. But it doesn't make the game feel completely different, other than the fact that it can bring most GPUs to their knees.

    Digital Foundry spent way more effort on hyping up the image quality enhancements. Kudos to them. But for every part where they show RT Ultra or even RT Psycho (which generally doesn't look that different from RT Ultra) versus RT Overdrive, there are ten comparisons between Max Rasterization and RT Overdrive. That's because those differences are far more noticeable.

    There will be rooms lit up by a light source that look far more "correct" with Overdrive than with RT Ultra or rasterization. It's still the same game underneath, however, so we're putting a bit of lipstick on a pig. Unless you love Cyberpunk, in which case maybe it's a fox. Whatever. If I hadn't already finished the game, sure, I'd turn on Overdrive and play it with DLSS upscaling and frame generation on a 4090. But I don't have a compelling need to go back and replay the game.

    The guns still feel the same. The randomly generated people and cars that go nowhere are all the same. The quests are the same. But the lighting and shadows are different! Assuming you have a GPU capable of playing the game.
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  • nimbulan
    It might be unnecessary, but it's the best kind of unnecessary - a fully playable tech demo in a full-fledged AAA game. And better yet you can even reach a decent performance level with a last gen GPU. Personally I'm quite excited that this sort of new tech is no longer relegated to canned benchmarks for the better part of a decade before we actually get to play games utilizing them. I remember running a sub-surface scattering benchmark on a 7800 GT!

    Giroro said:
    Doesn't Nvidia own Digital Foundry?
    If not outright, then through their massive ad-buys and exclusive access that built DF and are needed to keep DF afloat? Maybe something has changed lately, but they definitely used to be at the bottom of the classic YouTube trap: Shilling hard to try and win ad money, affiliate commissions, and "exclusive access".
    Digital Foundry exists to analyze game graphics, especially cutting-edge graphics technology. Just because nVidia has been the company pushing graphics technology the hardest doesn't mean that DF is "shilling" or "owned" by nVidia, it's just the company providing the most relevant content for their channel.
    Reply