Yea... I just disabled RT now, for the benefit of more FPS. Using DLSS_Quality at 4K.Shame, but all the rest, seem well better with RT (lightings/reflexions)
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Yea... I just disabled RT now, for the benefit of more FPS. Using DLSS_Quality at 4K.Shame, but all the rest, seem well better with RT (lightings/reflexions)
I don't means anything stupid, but Ray Tracing is still "beta", right ?Yea... I just disabled RT now, for the benefit of more FPS. Using DLSS_Quality at 4K.
You mean in the sense of "experimental"? yes, that's always the case with new technologies. Cyberpunk didn't have an official beta version, though.I don't means anything stupid, but Ray Tracing is still "beta", right ?
Yep, it's thatYou mean in the sense of "experimental"? yes, that's always the case with new technologies. Cyberpunk didn't have an official beta version, though.
evga RTX 3090 ftw3 ultra
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hm.. walking slower seems to reduce it a bit, indeed, but it doesn't solve it entirely.The flickering is simply due to the fact that the game-engine can't keep up with the fast movement of the player. It's in essence the same problem with texture flickering due to lag. Doesn't seem to matter what hardware you're on as I don't think the game has been completely optimized yet. I hope they're working on it, as this lag also drops FPS periodically while driving.
What annoys me is some of the shadowmaps at the outside of GIM in Pacifica, specifically around the busted turret covering the pier. It also lacks geometry as I've seen inside the structure (which shoouldn't be possible) when looking up. There are some places where the geometry doesn't load the materials/texture and it turns black. One example, if they haven't fixed it yet, can be seen on the wall on the building next to the chappel in Pacifica. There's a lot of things they need to fix with the geometry and textures/materials alone.
I believe it's related to the amount of Ray Traced Shadows of dynamic objects (NPCs, Cars and most importantly foliage) the engine has to display at a given point. When you are say in Northside where there's little to none vegetation and there are 5-6 NPCs walking down the street it happens so rarely and quickly it's almost impossible to see, when there are groups of NPCs like near megabuilding 11 and 12 it becomes more apparent, and when you are in the park where the poor engine has to render both NPS and stupid amount of foliage shadows it just goes haywire.hm.. walking slower seems to reduce it a bit, indeed, but it doesn't solve it entirely.