Hello CDPR Team,
With Microsoft officially dropping the release for Agility SDK 1.619 and Shader Model 6.9 today, I wanted to put in a formal request/suggestion to see these implemented into Cyberpunk 2077.
I realize REDengine is being sunset, but this game is the benchmark for modern graphics, and this SDK update feels tailor-made for it. Having Shader Execution Reordering (SER) officially out of preview could heavily optimize how the game handles complex ray and path tracing. Furthermore, the revised D3D12 resource view creation and CPU timeline query resolves would significantly cut down on API overhead.
Trying to push maximum frames with Path Tracing Overdrive can still stress even high-end systems like my Ryzen 9800X3D build. A final tech patch hooking into this new Agility SDK would be an incredible send-off for REDengine, cementing Cyberpunk as the ultimate PC tech showcase.
Devblog for reference: https://devblogs.microsoft.com/directx/shader-model-6-9-retail-and-more/
With Microsoft officially dropping the release for Agility SDK 1.619 and Shader Model 6.9 today, I wanted to put in a formal request/suggestion to see these implemented into Cyberpunk 2077.
I realize REDengine is being sunset, but this game is the benchmark for modern graphics, and this SDK update feels tailor-made for it. Having Shader Execution Reordering (SER) officially out of preview could heavily optimize how the game handles complex ray and path tracing. Furthermore, the revised D3D12 resource view creation and CPU timeline query resolves would significantly cut down on API overhead.
Trying to push maximum frames with Path Tracing Overdrive can still stress even high-end systems like my Ryzen 9800X3D build. A final tech patch hooking into this new Agility SDK would be an incredible send-off for REDengine, cementing Cyberpunk as the ultimate PC tech showcase.
Devblog for reference: https://devblogs.microsoft.com/directx/shader-model-6-9-retail-and-more/


