Series X Pixelated Visual Artifacting FSR 2.1 | DRS

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Looks to me like simple Z-fighting with the decals on the walls. That's likely driver-level.
This is Xbox Series X, Consoles don't have drivers like PCs do.
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This is Xbox Series X, Consoles don't have drivers like PCs do.
Xbox is the only platform that uses VRS & i think the VRS/FSR/DRS isn't working together properly
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This is Xbox Series X, Consoles don't have drivers like PCs do.
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Xbox is the only platform that uses VRS & i think the VRS/FSR/DRS isn't working together properly
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This is Xbox Series X, Consoles don't have drivers like PCs do.
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Xbox is the only platform that uses VRS & i think the VRS/FSR/DRS isn't working together properly
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This is Xbox Series X, Consoles don't have drivers like PCs do.
They do. Consoles are really nothing more than specifically customized PC hardware that creates a standardized development and operating environment for developers to work within. Most driver updates are just going to be included in the console's system updates, along with all of the other OS, firmware, APIs, etc. It's just compartmentalized for ease-of-use.

Hence, everything you've linked to is probably involved in creating the "flickering" your seeing, which appears to be the console's hardware (most likely the GPU) having trouble reading the calls for where the decal should be placed on the Z axis (the axis that manages depth, whether one thing is in front of the other).

During the rendering phase, assets that are "painted" on top of another, like blood splatter, bullet holes, burn marks, or a spray-painted image, can be close enough in their coordinate values that they tend to "swap" based on the calculations created for things like camera movement. Hence, when you are at the right angle, those two assets may seem to switch places on different frames, creating the effect of a "flicker": the paint drawing in front of the wall for a few frames, then the wall texture drawing in front of the paint for a few frames.

That certainly seems to be what's happening there. You may also notice it when you, for example, create a blood splatter in a corner, and part of the blood decal flickers in and out of existence, based on your angle. It can also happen if two textures overlap where different geometry creates a seam, like dirt texture spreading into the road in the badlands.

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When you then introduce things like FSR, which attempts to take a high-resolution image and scale parts of it down to a lower resolution to increase the framerate, these calculations can become even more "crunched" (fewer pixels and fewer coordinate place values to deal with) which may exacerbate the issue if the camera happens to be in a position where the values may swap.

Hence, it's something that may improve or possibly get worse after a driver update. But normally, while distracting, it will normally only happen in specific situations, when the camera happens to be at just the right angle and depth for it to be affected by the values created for the GPU combined with how those values are altered using whatever supersampling or downscaling is being used, based on how that GPU and its present drivers read and process the data.

_______________


This can also affect things other than decals. It might affect the mipmap layer, specular layer, lighting layer, etc. Looking at the vid again at 0.25 speed, whatever layer the decal on the brick wall is on seems to be shared by the details on the walls and objects around it. It does not seem to be affecting the character models at all, neither the bartender nor V's hands. It also seems to concentrated on the assets used for the bar itself. The rest of the space does not exhibit the fighting when you pan the camera around. I'm pretty sure it's just that one layer.

You could very much send this into CDPR Support, including a link to the vid.

One thing I would not worry about is whether it's something wrong with your console. It seems extremely regular and systematic, affecting only those assets in that scene. If you're not seeing similar graphical glitches in other games, your Xbox is just fine.
 
They do. Consoles are really nothing more than specifically customized PC hardware that creates a standardized development and operating environment for developers to work within. Most driver updates are just going to be included in the console's system updates, along with all of the other OS, firmware, APIs, etc. It's just compartmentalized for ease-of-use.

Hence, everything you've linked to is probably involved in creating the "flickering" your seeing, which appears to be the console's hardware (most likely the GPU) having trouble reading the calls for where the decal should be placed on the Z axis (the axis that manages depth, whether one thing is in front of the other).

During the rendering phase, assets that are "painted" on top of another, like blood splatter, bullet holes, burn marks, or a spray-painted image, can be close enough in their coordinate values that they tend to "swap" based on the calculations created for things like camera movement. Hence, when you are at the right angle, those two assets may seem to switch places on different frames, creating the effect of a "flicker": the paint drawing in front of the wall for a few frames, then the wall texture drawing in front of the paint for a few frames.

That certainly seems to be what's happening there. You may also notice it when you, for example, create a blood splatter in a corner, and part of the blood decal flickers in and out of existence, based on your angle. It can also happen if two textures overlap where different geometry creates a seam, like dirt texture spreading into the road in the badlands.

_______________


When you then introduce things like FSR, which attempts to take a high-resolution image and scale parts of it down to a lower resolution to increase the framerate, these calculations can become even more "crunched" (fewer pixels and fewer coordinate place values to deal with) which may exacerbate the issue if the camera happens to be in a position where the values may swap.

Hence, it's something that may improve or possibly get worse after a driver update. But normally, while distracting, it will normally only happen in specific situations, when the camera happens to be at just the right angle and depth for it to be affected by the values created for the GPU combined with how those values are altered using whatever supersampling or downscaling is being used, based on how that GPU and its present drivers read and process the data.

_______________


This can also affect things other than decals. It might affect the mipmap layer, specular layer, lighting layer, etc. Looking at the vid again at 0.25 speed, whatever layer the decal on the brick wall is on seems to be shared by the details on the walls and objects around it. It does not seem to be affecting the character models at all, neither the bartender nor V's hands. It also seems to concentrated on the assets used for the bar itself. The rest of the space does not exhibit the fighting when you pan the camera around. I'm pretty sure it's just that one layer.

You could very much send this into CDPR Support, including a link to the vid.

One thing I would not worry about is whether it's something wrong with your console. It seems extremely regular and systematic, affecting only those assets in that scene. If you're not seeing similar graphical glitches in other games, your Xbox is

They do. Consoles are really nothing more than specifically customized PC hardware that creates a standardized development and operating environment for developers to work within. Most driver updates are just going to be included in the console's system updates, along with all of the other OS, firmware, APIs, etc. It's just compartmentalized for ease-of-use.

Hence, everything you've linked to is probably involved in creating the "flickering" your seeing, which appears to be the console's hardware (most likely the GPU) having trouble reading the calls for where the decal should be placed on the Z axis (the axis that manages depth, whether one thing is in front of the other).

During the rendering phase, assets that are "painted" on top of another, like blood splatter, bullet holes, burn marks, or a spray-painted image, can be close enough in their coordinate values that they tend to "swap" based on the calculations created for things like camera movement. Hence, when you are at the right angle, those two assets may seem to switch places on different frames, creating the effect of a "flicker": the paint drawing in front of the wall for a few frames, then the wall texture drawing in front of the paint for a few frames.

That certainly seems to be what's happening there. You may also notice it when you, for example, create a blood splatter in a corner, and part of the blood decal flickers in and out of existence, based on your angle. It can also happen if two textures overlap where different geometry creates a seam, like dirt texture spreading into the road in the badlands.

_______________


When you then introduce things like FSR, which attempts to take a high-resolution image and scale parts of it down to a lower resolution to increase the framerate, these calculations can become even more "crunched" (fewer pixels and fewer coordinate place values to deal with) which may exacerbate the issue if the camera happens to be in a position where the values may swap.

Hence, it's something that may improve or possibly get worse after a driver update. But normally, while distracting, it will normally only happen in specific situations, when the camera happens to be at just the right angle and depth for it to be affected by the values created for the GPU combined with how those values are altered using whatever supersampling or downscaling is being used, based on how that GPU and its present drivers read and process the data.

_______________


This can also affect things other than decals. It might affect the mipmap layer, specular layer, lighting layer, etc. Looking at the vid again at 0.25 speed, whatever layer the decal on the brick wall is on seems to be shared by the details on the walls and objects around it. It does not seem to be affecting the character models at all, neither the bartender nor V's hands. It also seems to concentrated on the assets used for the bar itself. The rest of the space does not exhibit the fighting when you pan the camera around. I'm pretty sure it's just that one layer.

You could very much send this into CDPR Support, including a link to the vid.

One thing I would not worry about is whether it's something wrong with your console. It seems extremely regular and systematic, affecting only those assets in that scene. If you're not seeing similar graphical glitches in other games, your Xbox is just fine.
Everything I've posted in this thread i also sent in the ticket & am currently in correspondence with technical support, Consoles don't require the same driver management as PCs because they have a standardized, closed hardware ecosystem, meaning the console manufacturer controls all the hardware and software. This allows them to bake driver support directly into the console's operating system and game software, eliminating the need for users to manually update drivers like on PCs, Hence my previous response to you & if you look at my video close it's not just decals it's also showing graphical issues around the character and quick flashing that effects the entire image & yes it's only affecting Cyberpunk, ever since 1.6 was released with FSR, before 1.6 when CDPR was using their own TAA solution this issue wasn't happening.
 
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Everything I've posted in this thread i also sent in the ticket & am certainly in correspondence with technical support, Consoles don't require the same driver management as PCs because they have a standardized, closed hardware ecosystem, meaning the console manufacturer controls all the hardware and software. This allows them to bake driver support directly into the console's operating system and game software, eliminating the need for users to manually update drivers like on PCs, Hence my previous response to you & if you look at my video close it's not just decals it's also showing graphical issues around the character and quick flashing that effects the entire image & yes it's only affecting Cyberpunk, ever since 1.6 was released with FSR, before 1.6 when CDPR was using their own TAA solution this issue wasn't happening.
Yup. And that's why if a driver version creates a glitch for this or that game, it's not going to be anywhere near as easy to fix as it would be if you could just download a more compatible driver package.

There's also the hardware variety in consoles to contend with. Yes, they'll all have hardware of the same specs, but consoles do not have 100% standardized hardware. All depends on where and when the specific model number was constructed. Hence, little issues like this can appear on one Xbox or Playstation, but not another one.

Either way, the only thing to be done is ensure all the latest updates are installed, verify the files on the console, and hopefully CDPR Support will be able to address it.

Have you tried toggling Performance Mode / Quality Mode? Might be worth testing just to see if the issue exists in both modes.
 
Yup. And that's why if a driver version creates a glitch for this or that game, it's not going to be anywhere near as easy to fix as it would be if you could just download a more compatible driver package.

There's also the hardware variety in consoles to contend with. Yes, they'll all have hardware of the same specs, but consoles do not have 100% standardized hardware. All depends on where and when the specific model number was constructed. Hence, little issues like this can appear on one Xbox or Playstation, but not another one.

Either way, the only thing to be done is ensure all the latest updates are installed, verify the files on the console, and hopefully CDPR Support will be able to address it.

Have you tried toggling Performance Mode / Quality Mode? Might be worth testing just to see if the issue exists yes it's happens in both

Yup. And that's why if a driver version creates a glitch for this or that game, it's not going to be anywhere near as easy to fix as it would be if you could just download a more compatible driver package.

There's also the hardware variety in consoles to contend with. Yes, they'll all have hardware of the same specs, but consoles do not have 100% standardized hardware. All depends on where and when the specific model number was constructed. Hence, little issues like this can appear on one Xbox or Playstation, but not another one.

Either way, the only thing to be done is ensure all the latest updates are installed, verify the files on the console, and hopefully CDPR Support will be able to address it.

Have you tried toggling Performance Mode / Quality Mode? Might be worth testing just to see if the issue exists in both modes.
I've tried quality mode it's the same on both.
 
I've tried quality mode it's the same on both.
Good: consistency. Hopefully that will make it easier to track down. It's definitely something in that layer or layers that's not cooperating with the rendering calls. I do recommend sending the ticket into Support, as it's very likely going to be something that pops up in other areas of the game.

It's also a different issue to the main "pixelazation" issue of this thread. Just send in your video; that highlights the problem nicely.
 
Good: consistency. Hopefully that will make it easier to track down. It's definitely something in that layer or layers that's not cooperating with the rendering calls. I do recommend sending the ticket into Support, as it's very likely going to be something that pops up in other areas of the game.

It's also a different issue to the main "pixelazation" issue of this thread. Just send in your video; that highlights the problem nicely.
It isn't different if you look close the pixelazation is part of the issue in my video like I said you can see it around characters & objects the FSR is breaking for several frames its not just the decals that are having issues that's why i look back & forth because it's changing the DRS/FSR with differences in load on where the camera is pointing.
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Good: consistency. Hopefully that will make it easier to track down. It's definitely something in that layer or layers that's not cooperating with the rendering calls. I do recommend sending the ticket into Support, as it's very likely going to be something that pops up in other areas of the game.

It's also a different issue to the main "pixelazation" issue of this thread. Just send in your video; that highlights the problem nicely.
And im sorry but it feels like you've been very dismissing of people's experiences & are acting like people bringing up these issues are a personal attack to CDPR when we are here because we love CDPR & there games, trying to shift blame everywhere else & not entertaining that it might be an issue on CDPRs part doesn't help get this possibly fixed, no hate tords you at all it's just how it feels. & i have sent CDPR customer support everything I've posted in this thread.
 
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It isn't different if you look close the pixelazation is part of the issue in my video like I said you can see it around characters & objects the FSR is breaking for several frames its not just the decals that are having issues that's why i look back & forth because it's changing the DRS/FSR with differences in load on where the camera is pointing.
The issues in the OP's video are showing shadows not drawing correctly and near-field objects being drawn in a way that looks pixelated. Your issue, while similar in the shadow department possibly, are textures and decals not drawing in every frame. There's no pixelated stuff in the frames that I can see. Looks similar, but it's likely a different issue altogether. It could be related; I'm not sure. I can only interpret what I see in the vid you shared.

And im sorry but it feels like you've been very dismissing of people's experiences & are acting like people bringing up these issues are a personal attack to CDPR when we are here because we love CDPR & there games, trying to shift blame everywhere else & not entertaining that it might be an issue on CDPRs part doesn't help get this possibly fixed, no hate tords you at all it's just how it feels. & i have sent CDPR customer support everything I've posted in this thread.
If I wanted to "dismiss" it, I simply wouldn't have responded. I don't need to defend CDPR or myself. I certainly would not have taken the time to explain what you're most likely seeing, where it comes from, and to ensure the Support ticket was as clear as it could be. If that's not to your liking, sorry, but that's my interpretation based on everything you've described and shown. Take it or leave it.
 
The issues in the OP's video are showing shadows not drawing correctly and near-field objects being drawn in a way that looks pixelated. Your issue, while similar in the shadow department possibly, are textures and decals not drawing in every frame. There's no pixelated stuff in the frames that I can see. Looks similar, but it's likely a different issue altogether. It could be related; I'm not sure. I can only interpret what I see in the vid you shared.


If I wanted to "dismiss" it, I simply wouldn't have responded. I don't need to defend CDPR or myself. I certainly would not have taken the time to explain what you're most likely seeing, where it comes from, and to ensure the Support ticket was as clear as it could be. If that's not to your liking, sorry, but that's my interpretation based on everything you've described and shown. Take it or leave it.
Interpretation is not fact if you don't feel it's not linked to the issue on this thread doesn't make it not so, you can see the pixelazation around the chan on the neck it's linked not my only clip i get the pixelazation & this at the same time while driving & just because I felt that you were being dismissive or shifting blame doesn't make it fact that's why i said it feels like your are, feelings aren't reality in all cases I apologize if I've offended you like i said I love this game & I would like the version I play to be as good as possible like it is on other similar platforms.
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The issues in the OP's video are showing shadows not drawing correctly and near-field objects being drawn in a way that looks pixelated. Your issue, while similar in the shadow department possibly, are textures and decals not drawing in every frame. There's no pixelated stuff in the frames that I can see. Looks similar, but it's likely a different issue altogether. It could be related; I'm not sure. I can only interpret what I see in the vid you shared.


If I wanted to "dismiss" it, I simply wouldn't have responded. I don't need to defend CDPR or myself. I certainly would not have taken the time to explain what you're most likely seeing, where it comes from, and to ensure the Support ticket was as clear as it could be. If that's not to your liking, sorry, but that's my interpretation based on everything you've described and shown. Take it or leave it.
https://www.reddit.com/r/cyberpunkgame/comments/yu9t9c
The issues in the OP's video are showing shadows not drawing correctly and near-field objects being drawn in a way that looks pixelated. Your issue, while similar in the shadow department possibly, are textures and decals not drawing in every frame. There's no pixelated stuff in the frames that I can see. Looks similar, but it's likely a different issue altogether. It could be related; I'm not sure. I can only interpret what I see in the vid you shared.


If I wanted to "dismiss" it, I simply wouldn't have responded. I don't need to defend CDPR or myself. I certainly would not have taken the time to explain what you're most likely seeing, where it comes from, and to ensure the Support ticket was as clear as it could be. If that's not to your liking, sorry, but that's my interpretation based on everything you've described and shown. Take it or leave it.
https://www.reddit.com/r/cyberpunkgame/comments/yu9t9c
 
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Interpretation is not fact if you don't feel it's not linked to the issue on this thread doesn't make it not so, you can see the pixelazation around the chan on the neck it's linked not my only clip i get the pixelazation & this at the same time while driving & just because I felt that you were being dismissive or shifting blame doesn't make it fact that's why i said it feels like your are, feelings aren't reality in all cases I apologize if I've offended you like i said I love this game & I would like the version I play to be as good as possible like it is on other similar platforms.
I hear you. The simple fact of the matter is, if it was something directly caused by the game itself, then every single person on every single platform would be seeing exactly the same thing. The fact it's not present on all platforms all but assures that the issue lies in some combination of the game's calls, the hardware, and the way the software (OS, APIs, and drivers) are communicating on the Xbox. That's not "defending" CDPR -- it's just identifying the facts of the situation -- and that's going to be needed in order to eventually come up with a solution. Computer systems don't care about "responsibility", they care about the math.

Of course, if any studio can find a way to rectify this type of display issue by tweaking their code, they will. What reason would there be not to? But it's not always that simple. Drivers and other similar software will change on a much more regular basis than any game's code. This topic has been around for quite some time, but I don't think that there's been much headway in rectifying it. It's probably down to the limitations of what will be possible running the engine on Xbox/Playstation. It may require something to be tweaked on the driver end (Nvidia/AMD), and that may simply be next to impossible. A driver can't be built specifically for one game on a console environment. And there's only so many changes that may be possible on the engine side without breaking a thousand other things.

That's not defense either -- it's just the reality.

That leaves us with two options:
1.) Try to identify exactly how and why the problem occurs when it manifests at the code level.
or
2.) Do nothing and just put up with the graphical issues.

I know it's frustrating when your immersion is slapped around by a technical issue, but that doesn't change the reality of what needs to be discovered, analyzed, and programmed to get around it. If it's going to be fixed, we can't assume things either way. We need to deduce what we're seeing.

_______________


On the track of option 1.), I don't see anything about the necklace becoming pixelated. I only see a few frames whenever you look away and look back that affects the way that textures are displayed.

1755293606324.png


It does affect the vest the NPC is wearing (did not catch that before) and it seems exactly like what the walls and objects on the bar behind him are doing. That looks to me like it's drawing the lighting map on the vest before blending it with mipmaps. Notice the wall texture behind his left shoulder is also devoid of the detail textures for bricks and the decals. (His beard also goes missing.) A series of frames later, everything is there:

1755293913959.png


None of that is an issue with pixelated image. It's missing textures. Whatever is being done, the GPU is grabbing partially rendered frames and drawing them in an unfinished state. The issue with "pixelated graphics" is this:
1755294210813.png

...which does seem to be drawing an awful lot of noise with the holographic part of the car.

The pixelated image thing is likely a matter of FSR trying to downscale the image and getting a bit jumbled. Some level of this will be part of anything like FSR, DLSS, or XeSS. It's what it's supposed to do. I can't take an image in a given resolution, re-draw only parts of it in a lower resolution, then scale it back up to the default resolution and retain a 1:1 image. Some quality would be lost. It's a balancing act between the native image and the downscaled image: the software/hardware needs to get better at calculating which pixels need to be drawn how to make the image cleaner. This will likely take years more development by Nvidia, AMD, Intel, and whoever else jumps on that wagon.

And that has nothing whatsoever to do with the "flickering" issue. That's a completely different problem. That's the GPU rendering frames that aren't "done" yet. Your image and vids look pretty clean in the pixel department. I actually don't see anything in the bar scene that's pixel-scrambled at all. Yes, the motion blur and/or TAA will create a level of that while images are moving quickly -- that's exactly what they're supposed to do. But there's no pixel noise, like on the police car.

The strobing shadows in the OP's vid could be somewhat related, but I doubt it mostly because the shadow layer is being affected, but the textures in that video are all drawing in. Those are totally different layers.

Whether or not it's FSR directly causing it is not clear. It could be, or it could be something totally unrelated. No way to be sure about that. Even if it were only to occur with FSR on, and the image was correctly drawing with FSR off, it could still be something completely different that's just not cooperating with FSR as intended.

_______________


Whatever is happening, I stress again, your video highlights it very clearly. Now that CDPR has the report...I'm going to be surprised if it's something they're not already 100% aware of. But the more data they have, the easier it becomes to track down the actual source and cause. Fixing it is not going to be guaranteed within any specific time frame, if even possible. My guess is, the flickering thing can eventually be addressed. The pixelazation thing...probably going to be mostly on AMD and future iterations of FSR.
 
I hear you. The simple fact of the matter is, if it was something directly caused by the game itself, then every single person on every single platform would be seeing exactly the same thing. The fact it's not present on all platforms all but assures that the issue lies in some combination of the game's calls, the hardware, and the way the software (OS, APIs, and drivers) are communicating on the Xbox. That's not "defending" CDPR -- it's just identifying the facts of the situation -- and that's going to be needed in order to eventually come up with a solution. Computer systems don't care about "responsibility", they care about the math.

Of course, if any studio can find a way to rectify this type of display issue by tweaking their code, they will. What reason would there be not to? But it's not always that simple. Drivers and other similar software will change on a much more regular basis than any game's code. This topic has been around for quite some time, but I don't think that there's been much headway in rectifying it. It's probably down to the limitations of what will be possible running the engine on Xbox/Playstation. It may require something to be tweaked on the driver end (Nvidia/AMD), and that may simply be next to impossible. A driver can't be built specifically for one game on a console environment. And there's only so many changes that may be possible on the engine side without breaking a thousand other things.

That's not defense either -- it's just the reality.

That leaves us with two options:
1.) Try to identify exactly how and why the problem occurs when it manifests at the code level.
or
2.) Do nothing and just put up with the graphical issues.

I know it's frustrating when your immersion is slapped around by a technical issue, but that doesn't change the reality of what needs to be discovered, analyzed, and programmed to get around it. If it's going to be fixed, we can't assume things either way. We need to deduce what we're seeing.

_______________


On the track of option 1.), I don't see anything about the necklace becoming pixelated. I only see a few frames whenever you look away and look back that affects the way that textures are displayed.

View attachment 11423630

It does affect the vest the NPC is wearing (did not catch that before) and it seems exactly like what the walls and objects on the bar behind him are doing. That looks to me like it's drawing the lighting map on the vest before blending it with mipmaps. Notice the wall texture behind his left shoulder is also devoid of the detail textures for bricks and the decals. (His beard also goes missing.) A series of frames later, everything is there:

View attachment 11423633

None of that is an issue with pixelated image. It's missing textures. Whatever is being done, the GPU is grabbing partially rendered frames and drawing them in an unfinished state. The issue with "pixelated graphics" is this:
View attachment 11423636
...which does seem to be drawing an awful lot of noise with the holographic part of the car.

The pixelated image thing is likely a matter of FSR trying to downscale the image and getting a bit jumbled. Some level of this will be part of anything like FSR, DLSS, or XeSS. It's what it's supposed to do. I can't take an image in a given resolution, re-draw only parts of it in a lower resolution, then scale it back up to the default resolution and retain a 1:1 image. Some quality would be lost. It's a balancing act between the native image and the downscaled image: the software/hardware needs to get better at calculating which pixels need to be drawn how to make the image cleaner. This will likely take years more development by Nvidia, AMD, Intel, and whoever else jumps on that wagon.

And that has nothing whatsoever to do with the "flickering" issue. That's a completely different problem. That's the GPU rendering frames that aren't "done" yet. Your image and vids look pretty clean in the pixel department. I actually don't see anything in the bar scene that's pixel-scrambled at all. Yes, the motion blur and/or TAA will create a level of that while images are moving quickly -- that's exactly what they're supposed to do. But there's no pixel noise, like on the police car.

The strobing shadows in the OP's vid could be somewhat related, but I doubt it mostly because the shadow layer is being affected, but the textures in that video are all drawing in. Those are totally different layers.

Whether or not it's FSR directly causing it is not clear. It could be, or it could be something totally unrelated. No way to be sure about that. Even if it were only to occur with FSR on, and the image was correctly drawing with FSR off, it could still be something completely different that's just not cooperating with FSR as intended.

_______________


Whatever is happening, I stress again, your video highlights it very clearly. Now that CDPR has the report...I'm going to be surprised if it's something they're not already 100% aware of. But the more data they have, the easier it becomes to track down the actual source and cause. Fixing it is not going to be guaranteed within any specific time frame, if even possible. My guess is, the flickering thing can eventually be addressed. The pixelazation thing...probably going to be mostly on AMD and future iterations of FSR.
This is one of the biggest threads on this issue this is happening to everyone I've played on 5 different Xbox Series S/X consoles with different model numbers it's even happening to Digital Foundry, a big percentage of people that play games aren't going to complain about an issue like this or try to comb through forums its an issue on Xbox with Cyberpunk & [...]
 
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Please make sure to always be respectful towards everyone else, as required by the forum rules.

This includes avoiding hostility and accusations.
 
[...]
Another video showing the FSR/DSR/VSR image instability/Pixelazation issues that multiple CDPR technical support agents & by Pawel Sasko as being a known and documented issue on the Xbox Series S/X platform.
 
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Like I've said before. Avatar frontiers of Pandora had this exact same issue.s the grains and flickering. It got fixed in the first or second patch as soon as only a handful of people reported the issue.
So even if it requires xbox to get involved, they sure did so it shows they're willing.

It shouldn't be any different here. It's probably that CDPR doesn't care enough to fix it because it's the least popular platform and they can just sweep it under the rug.

If it was up to xbox, it would have been fixed already. But they either can't do anything, or CDPR didn't get in touch and say "hey, let's fix this fsr issue".

Ubisoft did that. They got in contact and solved the issue very quickly.

A lot of gamers are very casual and an issue like that is a mild annoyance to them. To us, it's a way bigger problem.

I don't wanna accuse anyone, but the game has this specific issue. Cdpr should do whatever it takes and fix it. Even if it's a hardware thing. Avatar proved that it can be solved and quickly too. So CDPR has no excuse.
 
Like I've said before. Avatar frontiers of Pandora had this exact same issue.s the grains and flickering. It got fixed in the first or second patch as soon as only a handful of people reported the issue.
So even if it requires xbox to get involved, they sure did so it shows they're willing.

It shouldn't be any different here. It's probably that CDPR doesn't care enough to fix it because it's the least popular platform and they can just sweep it under the rug.

If it was up to xbox, it would have been fixed already. But they either can't do anything, or CDPR didn't get in touch and say "hey, let's fix this fsr issue".

Ubisoft did that. They got in contact and solved the issue very quickly.

A lot of gamers are very casual and an issue like that is a mild annoyance to them. To us, it's a way bigger problem.

I don't wanna accuse anyone, but the game has this specific issue. Cdpr should do whatever it takes and fix it. Even if it's a hardware thing. Avatar proved that it can be solved and quickly too. So CDPR has no excuse.
Oh, I didn't know Avatar Frontier is running on Red Engine!
If yes, sure, no idea why CDPR did fix the issue yet...
If no, well... Maybe the issue was easy to fix on Snowdrop Engine and it isn't on Red Engine.
 
PS5 pro upgrade is coming yet they haven't bothered to fix the fsr on series x yet 💀
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The game came to gamepass too. It seems they just care about the money, and not offering the ayers the best experience. Or the xbox players, at least
 
Amazing… so many updates none of them fix this issue… but thank god it is have a ps 5 pro upgrade!

Those 13% ps users on pro much more important than the whole xbox community.
 
Amazing… so many updates none of them fix this issue… but thank god it is have a ps 5 pro upgrade!

Those 13% ps users on pro much more important than the whole xbox community.
13% is wishful thinking lol. The total Playstation sales during that year were 13% pro consoles.
The % of all consoles sold since 2020 is 97% base ps5 and only 3% Ps5 pro.

So yeah, update for 3% of maybe 30% of the playerbse (since people also play on pc, xbox and switch)
That's what? 1% of all gamers? 💀. Assuming all of them bought the game. Realistically it's way closer to like 0.2 % of all users
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13% is wishful thinking lol. The total Playstation sales during that year were 13% pro consoles.
The % of all consoles sold since 2020 is 97% base ps5 and only 3% Ps5 pro.

So yeah, update for 3% of maybe 30% of the playerbse (since people also play on pc, xbox and switch)
That's what? 1% of all gamers? 💀. Assuming all of them bought the game. Realistically it's way closer to like 0.2 % of all users
If Xbox players consist of only 10% of the total playetbase, that's still 20× more people than the playerbase in the ps5 pro. Hell with the game being on gamepass now, we can safely assume that it would get at least 5 million new players on xbox. Increasing the percentage of users playing on xbox even more. But nah, they gotta upgrade the game for those 0.2% of players 💀
Sony has to justify charging. iver 1000 euros for that console
 
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