DF Direct: Cyberpunk 2077 – New Gameplay Reaction + Graphics Analysis – Is This Next-Gen?

UPDATE: After recording this video, new details emerged of the RTX features in Cyberpunk 2077 – scroll down for full details:

John Linneman and Alex Battaglia are both massively excited by the upcoming Cyberpunk 2077 – just by the idea of an immersive sim on a huge scale coupled with state-of-the-art visuals from one of the best teams in the business. And now they’ve got nigh-on half an hour of new 4K footage to examine…

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Nvidia press release on Cyberpunk RTX features:

Ray-traced ambient occlusion – Ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. The result is a diffuse shading effect that darkens enclosed and sheltered areas and enhances the rendered image’s overall tone. In Cyberpunk 2077, ray-traced ambient occlusion additionally can be used with local lights to approximate local shadowing effects where shadows are missing.

Ray-traced diffuse illumination – This technique is used to capture sky radiance as well as emissive lighting from various surfaces, which is difficult to achieve with traditional rendering techniques.

Ray-traced reflections – In Cyberpunk 2077, ray-traced reflections are used on all surfaces and can trace ranges for up to several kilometers. They are present on both opaque and transparent objects to simulate the way light reflects from glossy and metal surfaces by tracing a single bounce of reflection rays against the scene. This includes smooth natural mirrors like window glass, but also rougher surfaces like brushed metal. Unlike screen space techniques which can only reflect what’s on screen, ray-traced reflections incorporate the entire scene around the character, and can accurately represent objects outside the camera view or facing away from the camera.

Ray-traced shadows – Cyberpunk 2077 preview supports directional shadows from the sun and the moon. These shadows aim to be physically accurate and even account for light scattering from clouds. Shadows may be enhanced in the final release to support other types of light sources where it is needed.

Ray tracing and NVIDIA DLSS 2.0, are expected to be available at launch on November 19, 2021.

DF Direct: Cyberpunk 2077 – New Gameplay Reaction + Graphics Analysis – Is This Next-Gen?

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Comment (21)

  1. I want this game for this:
    Sci fi setting
    Adult content for mature audiences
    Interesting storyline
    Fps shooting
    Kick ass graphics
    Open world game to discover.

    This seems like the ultimate game that i was waiting for.

    Same as how i thought a proper cod battle royal game would be a hit (warzone) happened.

    We are living the golden ages, from now on it will just get more real. Shame my wallet is hurting.

  2. The guys fanboi'ing kinda ruined it alittle, but the engine seems "OK". the delays certainly raise an eyebrow. Witcher 3 looks amazing IMO even to this day, but somthing janky about CP2077. Still a day one tho!

  3. The newly released RTX trailer would have been nice to have for you guys had it been released earlier lol. I love John's perspective when it comes to the evaluation of all tech, Console or PC. Specifically in some picked segments/ series where he'll push lightly at Alex w/ a statement of "unless it's optimized as hell…" Not so much in this video, but he is a true unbiased source once he has the facts and understands the tech. He understands PC and what they can do. He also understands more so than the "PC only" kind of enthusiast that per hardware optimization exists because "one sku" has some power to it (next gen more so than current) Developers can really reap what they sew for that… All sorts of cards and minimum spec "scalers" instead of flat out optimization. Not to say that doesn't exist on PC, just that in most cases its the scaling effect on 7-12 levels… But more so @19:55 he mirrors my sentiments exactly regarding 1st person perspective melee combat. It does need that sort of "hit stop" that many games (especially fighting games and action oriented combat) use. you don't want just your sword essentially just clipping through an enemy in front of you having an animation triggered when the hurtbox is contacted…. It leaves many FPS melee orientated combat feeling flat and cheap. Well said sir!

  4. To all the people talking about pop in the game. The new ssd's on the console will help reduce pop in significantly. Cerny said pop in will be very low on the ps5 due to ssd being able to load assets so quickly. Also this isn't a final build. 🙂


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