Update 2.3 Patch Notes

+
Hey CDPR, can you make the Semimaru drift more like the Hoon or at least the outlaw? Sometimes the car doesn't immediately pick up on drift initiations like the braking drift or Scandinavian flick, and it's practically impossible to do a four wheel drift in the thing. I understand it's AWD, but it doesn't feel like it. Too much rotation even with very little throttle input. The from wheels hardly understeer which is what you want when studying an AWD car to maintain the line you want and accelerate quickly out of turns. I understand the car is all about going sideways, but I'd rather that be intentional rather than just a consequence of drifting the car.
 
"Added the ability to move the mouse cursor to a different display while in Windowed Borderless mode."
How clever u guys added this but refuse to give user a choice to turn it on/off , now in photomode my mouse cursor goes away so far away to my another screen when i tweaking camera . Really A Great Job Done CDPR.
 
How to get the Barghest Tac Vest if the scripted drop is already done. And pls in the next update give us an option to roll down our sleeves when we first person
 
Why did you all remove FSR 2.1 Ultra Performance in this patch? I understand it reduces fidelity a lot but I use it on my Steam Deck to get maximize fps and now it's gone.

I'm fine if you do not add much features but please don't remove old ones especially ones that increase performance.
 


Update 2.3 lands tomorrow on PC, PlayStation 5, and Xbox Series X|S! The update will also be hitting Cyberpunk 2077: Ultimate Edition on Nintendo Switch 2 at a later date — stay tuned for more detes!

Experience Night City in a whole new way — this patch introduces 4 new vehicles, the AutoDrive feature, self-driving Delamain cabs and more! It also contains updates for CrystalCoat™ and Photo Mode, as well as support for AMD FSR 3.1 Frame Generation, Intel XeSS 2.0 and HDR10+ Gaming on PC, among others.

Update 2.3 also brings Cyberpunk 2077 to a whole new platform: Mac with Apple silicon! The game can be purchased via the Mac App Store and other PC storefronts. If you already own the game via GOG.com, Steam or the Epic Games Store, you can play it on your compatible device. To find out whether your Mac can run Cyberpunk 2077, please check the official requirements.

Read the list of changes for more info:

Vehicles

Added 4 new vehicles, including several Side Jobs tied to acquiring them:
  • Yaiba ARV-Q340 Semimaru
Reward from a new side job (to unlock, complete The Hunt and The Beast In Me).

An additional side job unlocks the CrystalCoat™ feature for it.
  • Rayfield Caliburn "Mordred"
Reward from a new side job (to unlock, complete The Beast in Me: Badlands, The Beast in Me: Santo Domingo, Transmission, and Search and Destroy).
  • Yaiba ASM-R250 Muramasa
Reward from a new side job (to unlock, purchase 1 Yaiba vehicle, purchase at least 3 vehicles through AUTOFIXER, and complete Reported Crime: You Play with Fire...).

If you fail the side job, the vehicle can later be purchased through AUTOFIXER.
  • Chevillon Legatus 450 Aquila
Available for purchase on AUTOFIXER.
  • Introducing AutoDrive! This cutting-edge, autonomous driving feature will take you to your chosen destination (i.e. job objective or placed pin on the map). If you have no set destination, it will take you on a leisurely ride through the streets of Night City. Simply hop in any of your vehicles, make sure you're on a road, and hold G (PC) / Left Stick (consoles) to activate. This feature is disabled when you enter combat or when your vehicle is heavily damaged.
  • Implemented Cinematic Camera for AutoDrive. Hold Q (PC) / D-Pad Right (consoles) to activate. Sit back and enjoy cinematic views of Night City as you cruise toward your destination.
  • Self-driving Delamain cabs are now available on demand! Simply open the menu to call vehicles, then select "Delamain Cab" from the list to request a ride. This feature unlocks after completing the job Don't Lose Your Mind (regardless of outcome) and receiving a message from Delamain.
  • Rayfield's CrystalCoat™ is now available for vehicles from partner brands, including motorcycles. Additionally, the infamous hacker known as Cosmetic_Troll exploited a vulnerability and created a cracked version of Rayfield's CrystalCoat™ technology for lower-end vehicles. Please note, however, that some models do not support the technology, such as heavily modded nomad vehicles and job-related vehicles.
  • Fixed an issue where unique color schemes did not work properly on the Mizutani Shion MZ1 and MZ2.
  • Fixed an issue where unique color scheme could not be applied properly to the Villefort Deleon "Vindicator".
Photo Mode
  • Added 27 new NPCs that can be spawned in Photo Mode, including Rita Wheeler, the Cassel twins, fixers, Dum Dum, the iguana, Brendan, and more.
  • You can now switch between alternative outfits for NPCs spawned in Photo Mode.
  • You can now switch between V's saved Wardrobe outfits in Photo Mode.
  • Added a confirmation pop-up when exiting Photo Mode to prevent accidental exits after setting up the perfect shot.
  • Added more customization options to the Look-At Camera feature, including an option for only the character's eyes to turn toward the camera instead of their entire body.
Added improvements to Lighting:
  • Lights now spawn around the camera instead of the player character.
  • Added an outline to the spotlight mesh and an indicator when it's off-screen for better visibility.
  • Improved light movement speed on controllers.
  • Added multiple new stickers and frames, including iconic quotes and stylish overlays that let you turn your screenshots into Night City postcards – perfect for sharing memories from the City of Dreams.
  • Improved Depth of Field and moved it to the Camera tab.
  • Added a new Color Balance tab, allowing you to create your own custom filters.
Added a new Time and Weather tab:
  • Weather: includes rain, acid rain, fog, sandstorm, pollution, and sunny.
  • Time of Day: changes the time of day within Photo Mode.
  • Frame Forward: advances through an unlimited number of frames to capture the perfect shot.
  • Game Speed: allows in-game time to progress while in Photo Mode.
Quality of Life & Accessibility
  • The game will now detect if the player is using inverted mouse button settings and automatically adjusts in-game button prompts accordingly.
  • Added an option to toggle aiming down sights in Settings → Controls.
Jobs & Open World
  • Cyberpsycho Sighting: Bloody Ritual - the "Crack the ritualist's shard" objective now properly disappears from the Journal after completing the objective.
  • Sex on Wheels - now properly appears in the Journal after receiving the message from Jake Estevez.
  • Shot by Both Sides - fixed an issue where selecting a specific dialogue option in the conversation with Bree created a nameless, iconless item in the player's Inventory.
  • Shot by Both Sides - fixed an issue where the button to go to the lower level didn't appear on the elevator panel.
Gameplay
  • Fixed an issue where, when using a controller in Trauma Drama, the controllable character would default to shooting upwards instead of forward.
  • Players can now drop more Cyberware Capacity Shards if some within the intended drop limit were previously missed.
  • Fixed an issue causing automatic weapons to fire slower than intended.
  • Fixed an issue where the Official BARGHEST Tac Vest didn't drop from the scripted Airdrop as intended.
  • The level 60 Engineer perk no longer activates the EMP blast outside of combat or after entering a vehicle.
  • Added an option to replay the gameplay tutorial at any time via Settings → Controls.
Miscellaneous
  • Added an option to tell Johnny to go away after you look at him for a short while when he appears in the passenger seat. He takes the hint and disappears as a passenger for a couple days.
  • Fixed an issue where the sound of V's Radioport could be randomly interrupted by the Radioports of nearby NPCs.
  • Fixed an issue where History by Gazelle Twin and Trash Generation played too loudly compared to other songs on the radio.
  • Improved the HDR Setting screen: fixed the HDR calibration preview so it correctly reflects the chosen settings, and clarified the description of the "Tone-Mapping Midpoint" setting.
  • Updated the End User Licence Agreement. You will be asked to accept it again when you load the game after updating.
  • Fixed several visual issues with missing, clipping, or floating textures.
  • Fixed several localization issues in various languages.
PC-specific
  • Added support for AMD FidelityFX Super Resolution 4 for compatible AMD GPUs. IMPORTANT: The FSR 4 option will not be available in the in-game settings until the supporting AMD driver is installed. Please note that the driver will be released at a later date.
  • Added support for AMD FidelityFX Super Resolution Frame Generation 3.1 for compatible hardware. It can now be used in combination with any upscaler.
  • Added support for Intel XeSS 2.0, with XeSS Frame Generation available on compatible hardware.
  • Added support for HDR10+ GAMING certified Intel GPUs. To enable this feature, your display must support the technology (Find My Display) and have "Game Mode" enabled. The HDR10+ GAMING toggle can be found in Settings in the Video tab.
  • Fixed an issue where the DLSS Super Resolution Preset would invisibly revert from the CNN model to the Transformer model after restarting the game, even though the UI still displayed the CNN model as active.
  • Added more detailed information to the DLSS Super Resolution Preset tooltip in Settings to help players choose the best option for their setup.
  • Added the ability to move the mouse cursor to a different display while in Windowed Borderless mode.
  • Increased the maximum save size from 12 MB to 15 MB.
  • It will now be possible to rebind the key used to jump out of vehicles with the Stuntjock perk.
Console-specific
  • Added VRR (Variable Refresh Rate) support for PlayStation 5 and Xbox Series X|S.
  • Fixed an issue where foliage was not properly affected by weather conditions on PlayStation 5.
Yall should definitely add sandevistan real time replay, its easy to do cuz your just replaying the movements but faster, and it would also be like the anime and not to mention how cool it would look.
 
CDPR/Virtuos, the messed up Frame Gen situation has got to stop for real now :

- Intel just released their new XeSS SDK making XeFG & XeLL settings exposed in game when using non Intel GPUs (awesome ! Intel W here).
- BUT for "whatever reason" (not pointing fingers but this is way too sus), XeFG will NOT work with DLSS, be it SR or RR ! When it works with FSR upscaling
- Soooo for next update, guys, fix that and finally let Turing and Ampere GPU users benefit from a good Frame Gen solution at last !

(Because, yeah, even decoupled, FSR 3.1 FG is still implemented in the same bad way as it was with FSR 3.0 - meaning only a small egg-shaped middle portion of the screen is actually interpolated, the rest feeling choppy and disconnected because you're using the vignette as a HUD-like "masking" element for the FSR FG algo to exclude from the interpolation process, instead of implementing proper masks dynamically as it should be done to address those ghosting caveats inherent to FSR FG)
 
CDPR/Virtuos, the messed up Frame Gen situation has got to stop for real now :

- Intel just released their new XeSS SDK making XeFG & XeLL settings exposed in game when using non Intel GPUs (awesome ! Intel W here).
- BUT for "whatever reason" (not pointing fingers but this is way too sus), XeFG will NOT work with DLSS, be it SR or RR ! When it works with FSR upscaling
- Soooo for next update, guys, fix that and finally let Turing and Ampere GPU users benefit from a good Frame Gen solution at last !

(Because, yeah, even decoupled, FSR 3.1 FG is still implemented in the same bad way as it was with FSR 3.0 - meaning only a small egg-shaped middle portion of the screen is actually interpolated, the rest feeling choppy and disconnected because you're using the vignette as a HUD-like "masking" element for the FSR FG algo to exclude from the interpolation process, instead of implementing proper masks dynamically as it should be done to address those ghosting caveats inherent to FSR FG)
Intel's frame generation does not work with Nvidia hardware. DLSS is a deep-learning algorithm that Nvidia produces in-house and requires specific Nvidia hardware to run, as does their own frame generation. FSR is entirely software based, so it's far more likely to be compatible with other software-based techniques, like XeSS or XeFG. Not to say that it can't be done, but that would likely be on Nvidia's end to make it compatible.
 
Ken Block's free car side quest doesn't activate. "I'm in Love With My Car".
There is no car and no Johnny inside the warehouse.
-edit- According the Google, I need to meet Takemura first.
 
Intel's frame generation does not work with Nvidia hardware.
As a Moderator, I'd expect you to verify your claims before posting them :
XeFG now works in Cyberpunk on Nvidia and AMD hardware by simply upgrading the XeSS/XeLL/XeFG dlls (from XeSS 2.1 SDK). Try it out. It does work with XeSS or FSR upscaling, but not with DLSS (either SR or RR).
Rest is up to Intel/Nvidia &/or CDPR/Virtuos to make it compatible with DLSS SR/RR.
 
Last edited:
Ken Block's free car side quest doesn't activate. "I'm in Love With My Car".
There is no car and no Johnny inside the warehouse.
-edit- According the Google, I need to meet Takemura first.
Yes, it requires moving a bit through the main quests. I was super disappointed once when I started a new run, finished the Heist, and ran to the warehouse to claim the car, only to find that it wasn't there yet.
 
As a Moderator, I'd expect you to verify your claims before posting them :
XeFG now works in Cyberpunk on Nvidia and AMD hardware by simply upgrading the XeSS/XeLL/XeFG dlls (from XeSS 2.1 SDK). Try it out. It does work with XeSS or FSR upscaling, but not with DLSS (either SR or RR).
Rest is up to Intel/Nvidia &/or CDPR/Virtuos to make it compatible with DLSS SR/RR.
I don't specialize in Intel's graphical technology. They have apparently tried to open up the tech. That's good!

However, it's not quite as simple as that. Intel's 2.1.0 SDK has now introduced support for their tech on other cards. XeSS and XeSS-FG apparently will work on older Nvidia cards (3000 and 4000 series and likely some cards further back) that support the right shader models. It is not going to be "click here to get free frames." It will also likely require that you use XeSS, not DLSS.

Crossing tech like this is absolutely going to have issues. If your GPU is officially supported by the new XeSS, I'd recommend contacting Intel for some guidance on getting it working correctly with the game.

Also, keep in mind that this support by Intel is not "native" to other cards. Mileage is going to vary as new drivers are released, and some engines are going to cooperate with it better or worse than others.

You can try contacting CDPR Support, if you'd like, but I'm not sure what sort fo help they'll be able to offer.
 
I don't specialize in Intel's graphical technology. They have apparently tried to open up the tech. That's good!

However, it's not quite as simple as that. Intel's 2.1.0 SDK has now introduced support for their tech on other cards. XeSS and XeSS-FG apparently will work on older Nvidia cards (3000 and 4000 series and likely some cards further back) that support the right shader models. It is not going to be "click here to get free frames." It will also likely require that you use XeSS, not DLSS.

Crossing tech like this is absolutely going to have issues. If your GPU is officially supported by the new XeSS, I'd recommend contacting Intel for some guidance on getting it working correctly with the game.

Also, keep in mind that this support by Intel is not "native" to other cards. Mileage is going to vary as new drivers are released, and some engines are going to cooperate with it better or worse than others.

You can try contacting CDPR Support, if you'd like, but I'm not sure what sort fo help they'll be able to offer.
Oh but it is as simple as that: On supported cards, using these dlls from 2.1 SDK in games having implemented the XeSS suite will allow users to simply "click here to get free frames" indeed. That's what is already possible in Cyberpunk right now and It does not require to use XeSS as mentioned twice already, FSR works with XeFG as well. (Other games with different ways of offering such choices to users in their menus is another story but it's irrelevant here)

Crossing tech like this will not necessarily have issues as DLSS FG has always shown (if game devs implement it decoupled/don't lock the upscaler settings to DLSS), it works with any upscaling solution and FSR 3.1 FG (there again when implemented decoupled by game devs and not locked in to FSR upscaling) can work with any upscaler as well. XeFG should (as in ideally) work all three upscalers Cyberpunk offers but alas, it's not the case.

I don't want to stir this up unnecessarily but Intel adding XeFG+XeLL support to non Intel cards literally means it's native (otherwise it would need some kind of mod) and Cyberpunk is already proof the engine can absolutely work with it on such cards.

Unfortunately, CDPR support won't help with something that isn't already implemented (2.1 SDK's dlls) hence why I posted here as a feedback. Not only updating the game with those dlls is a must-have no-brainer move for next patch (literally costs no efforts whatsoever to do besides updating files in the project - that's how Intel intended it to be) but making Cyberpunk natively support a DLSS+XeFG combo is just as much - if that's possible without Intel/Nvidia updating their own respective solutions of course, but even if it's not, it should be aimed for eventually for the reason I initially posted : the messed up frame gen situation in Cyberpunk has to stop.
 
Oh but it is as simple as that: On supported cards, using these dlls from 2.1 SDK in games having implemented the XeSS suite will allow users to simply "click here to get free frames" indeed. That's what is already possible in Cyberpunk right now and It does not require to use XeSS as mentioned twice already, FSR works with XeFG as well. (Other games with different ways of offering such choices to users in their menus is another story but it's irrelevant here)

Crossing tech like this will not necessarily have issues as DLSS FG has always shown (if game devs implement it decoupled/don't lock the upscaler settings to DLSS), it works with any upscaling solution and FSR 3.1 FG (there again when implemented decoupled by game devs and not locked in to FSR upscaling) can work with any upscaler as well. XeFG should (as in ideally) work all three upscalers Cyberpunk offers but alas, it's not the case.

I don't want to stir this up unnecessarily but Intel adding XeFG+XeLL support to non Intel cards literally means it's native (otherwise it would need some kind of mod) and Cyberpunk is already proof the engine can absolutely work with it on such cards.

Unfortunately, CDPR support won't help with something that isn't already implemented (2.1 SDK's dlls) hence why I posted here as a feedback. Not only updating the game with those dlls is a must-have no-brainer move for next patch (literally costs no efforts whatsoever to do besides updating files in the project - that's how Intel intended it to be) but making Cyberpunk natively support a DLSS+XeFG combo is just as much - if that's possible without Intel/Nvidia updating their own respective solutions of course, but even if it's not, it should be aimed for eventually for the reason I initially posted : the messed up frame gen situation in Cyberpunk has to stop.
You're identifying exactly what I mean here. There is clearly an issue. Otherwise, it would work. I don't have anything to add other than:

Your best bet is to contact Intel directly and let them see what you're experiencing in the game. DLSS + Frame Generation utilizing Nvidia hardware is what is native to Nvidia GPUs. Intel's support for XeSS-FG on an Nvidia GPU using DLSS instead of XeSS requires Intel to hook the functionality and communicate with code they did not write. This is Intel's bag. I can't foresee any situation in which CDPR says, "Yes, we'll directly address code and hardware compatibility written by two different manufacturers attempting to work together in a way that didn't exist 48 hours ago." I can foresee them taking steps some months down the road if it seems to become standardized.

I do hope you can figure out what's wrong and get it working! But it'll be best to start at the source. That would be Intel.
 
2.3 was a bit over hyped but I do love the vehicles it added maybe for update 2.4 we would love to see Arasaka cyberarms or maybe even full body conversion like smasher or not probably show the sandevistan on the back when you have it equipped or even have more exotic skin colors like rebbeca or be able to have a face like kiwis or even yet add more cybernetic options like how maelstrom goons have facial cybernetics that really show the extent of their modifications. Another feature that can be added is maybe being able to see lucy at Davids tomb as well as Falco seeing kiwis tomb because the most, we got connecting the anime to the game is rouge, smasher, a bd of the first cyberpsycho scene in the first episode in the anime, the jacket, and guts the shot gun. but these are just wishful thinking and concepts I would absolutely pay to get into the game just like being able to keep a hmg like smasher to complete my smasher build but all in all I love the game since it launched the bugs didn't faze me and the anime grew my love of the game more and made killing smasher feel like I avenged Rebbeca and David thank you cdpr for the beauty that's cyberpunk 2077 thanks chooms
 
You're identifying exactly what I mean here. There is clearly an issue. Otherwise, it would work. I don't have anything to add other than:

Your best bet is to contact Intel directly and let them see what you're experiencing in the game. DLSS + Frame Generation utilizing Nvidia hardware is what is native to Nvidia GPUs. Intel's support for XeSS-FG on an Nvidia GPU using DLSS instead of XeSS requires Intel to hook the functionality and communicate with code they did not write. This is Intel's bag. I can't foresee any situation in which CDPR says, "Yes, we'll directly address code and hardware compatibility written by two different manufacturers attempting to work together in a way that didn't exist 48 hours ago." I can foresee them taking steps some months down the road if it seems to become standardized.

I do hope you can figure out what's wrong and get it working! But it'll be best to start at the source. That would be Intel.
It's on CDPR to look into it either way, just like it's on CDPR to make sure they implement it properly for that combo to work :
Surely it is a Streamline issue Nvidia hasn't built XeFG support for in (why would they anyway) and Intel can't do anything about it (unless hacking together something - not the way) as it needs their own swapchain for XeLL to work, which XeFG needs in order to be functional. CDPR does not need to be using Streamline for just DLSS to work and can indeed make sure that when selecting both together, the game uses the right calls thus will use Intel's swapchain.
It's no rocket science, it's just on game devs to do things proper with solutions having native support.
 
It's on CDPR to look into it either way, just like it's on CDPR to make sure they implement it properly for that combo to work :
Surely it is a Streamline issue Nvidia hasn't built XeFG support for in (why would they anyway) and Intel can't do anything about it (unless hacking together something - not the way) as it needs their own swapchain for XeLL to work, which XeFG needs in order to be functional. CDPR does not need to be using Streamline for just DLSS to work and can indeed make sure that when selecting both together, the game uses the right calls thus will use Intel's swapchain.
It's no rocket science, it's just on game devs to do things proper with solutions having native support.
That's simply not the way it works at all. CDPR has absolutely no input on what another company does with their hardware or software. It may be incorporated in the future, but a studio has no responsibility to incorporate this or that technique officially (things such as ray tracing, Nvidia's SLI or AMD's Crossfire, whichever frame generation option, etc.) This is why there are still games that don't use ray tracing, that won't take advantage of multiple GPUs, or that don't recognize a certain method of supersampling or frame gen. Not all engines are going to react well to one manufacturer's technique or another's, and it's not any studio's responsibility to get them working. These are options provided by the GPU companies to override a game's engine and offer better performance, cleaner images, etc. It's their responsibility to get those features working and support the games, not the other way around.


_______________


What I can confirm is that every stitch of information online now about the Intel XeSS SDK 2.1 confirms that XeSS-FG will not work with Nvidia DLSS. You must use XeSS with XeSS-FG.

Even if the option is enabled with DLSS, there is a general consensus that it's not actually affecting the FPS in-game. Furthermore, to use the XeSS options, you must have a GPU that uses the DP4a instruction set and Shader Model 6.4 or higher. That means A GTX 1000 series for Nvidia or Radeon RX 5000 series, though Intel itself recommends an RTX 3000 series or Radeon RX 6000 series or higher. For Nvidia, the card must also support Pascal tech, and AMD cards must support RDNA. (I believe there are budget models of the lower-end cards on that list that do not support Pascal/RDNA, but those will be much older cards.)

What is not listed anywhere on any information from Intel is a statement that XeSS-FG will work with Nvidia's DLSS. XeSS uses its own pipelines to achieve the effect. SR, FG, and LL all require XeSS, not some other company's approach. The SDK 2.1 simply allowed XeSS technology to work more readily with AMD and Nvidia GPUs -- not their technologies and approaches. It replaces their technologies and approaches.

Hence, if players have a compatible Nvidia or AMD GPU, they can choose to use XeSS instead of their GPU's native supersampling and frame gen. They may not combine the technologies together. They must select one or the other. (And even then, there will be bugs. It's new tech. There are always bugs.)
 
Last edited:
That's simply not the way it works at all. CDPR has absolutely no input on what another company does with their hardware or software. It may be incorporated in the future, but a studio has no responsibility to incorporate this or that technique officially (things such as ray tracing, Nvidia's SLI or AMD's Crossfire, whichever frame generation option, etc.) This is why there are still games that don't use ray tracing, that won't take advantage of multiple GPUs, or that don't recognize a certain method of supersampling or frame gen. Not all engines are going to react well to one manufacturer's technique or another's, and it's not any studio's responsibility to get them working. These are options provided by the GPU companies to override a game's engine and offer better performance, cleaner images, etc. It's their responsibility to get those features working and support the games, not the other way around.


_______________


What I can confirm is that every stitch of information online now about the Intel XeSS SDK 2.1 confirms that XeSS-FG will not work with Nvidia DLSS. You must use XeSS with XeSS-FG.

Even if the option is enabled with DLSS, there is a general consensus that it's not actually affecting the FPS in-game. Furthermore, to use the XeSS options, you must have a GPU that uses the DP4a instruction set and Shader Model 6.4 or higher. That means A GTX 1000 series for Nvidia or Radeon RX 5000 series, though Intel itself recommends an RTX 3000 series or Radeon RX 6000 series or higher. For Nvidia, the card must also support Pascal tech, and AMD cards must support RDNA. (I believe there are budget models of the lower-end cards on that list that do not support Pascal/RDNA, but those will be much older cards.)

What is not listed anywhere on any information from Intel is a statement that XeSS-FG will work with Nvidia's DLSS. XeSS uses its own pipelines to achieve the effect. SR, FG, and LL all require XeSS, not some other company's approach. The SDK 2.1 simply allowed XeSS technology to work more readily with AMD and Nvidia GPUs -- not their technologies and approaches. It replaces their technologies and approaches.

Hence, if players have a compatible Nvidia or AMD GPU, they can choose to use XeSS instead of their GPU's native supersampling and frame gen. They may not combine the technologies together. They must select one or the other. (And even then, there will be bugs. It's new tech. There are always bugs.)
CDPR supports all three vendors solutions, hence it's on CDPR to eventually make sure the most compatibility between those can be achieved with what they have at their disposal as developers. You saying that's not how it works is just plain wrong or you purposefully are deforming my takes for the sake of argument which is pointless. We're talking about Cyberpunk here, other games are utterly irrelevant in the XeFG context I brought.

Please stop spreading misinformation about having to use XeSS, you obviously have not tested yourself otherwise you would know you can use FSR (2.1, 3.0 and 4) with XeFG. Personally verified this before initially posting about all this.

There's no point in arguing over "consensus" or any abstract (non) data. It's no consensus, it's facts : If DLSS Super Resolution or Ray Reconstruction is enabled, XeFG will not be active even with the option enabled but if using FSR or XeSS, then it will be active indeed.

I don't get why you over-complicate things here. I already told you CDPR just needs to use Intel's "pipeline" (Swapchain) when using DLSS with XeFG. It's nothing difficult for CDPR to do since it's their engine, their implementation and DLSS (SR or RR) has never required using Nvidia's swapchain (Streamline). "It replaces their technologies and approaches" is just wrong since - for the last time as this is really getting annoyingly sterile - FSR upscaling can be used in tandem with XeFG.

Players wanting to combine FSR with XeFG may do so as they please because this works. Combining DLSS with XeFG does not.

So I'll reiterate one last time my request to CDPR/Virtuos : Please make it so that DLSS (SR/RR) can be used with XeFG !
Simple as... (as for bugs, - just try it yourself, generalities are as irrelevant as non helping - it works flawlessly)
 
Top Bottom