Cyberpunk continues to get higher with each patch. From the bug fixes, the added efficiency and ray tracing modes on PS5 and Sequence X, the enter lag enhancements in patch 1.6, and even Sequence S getting a 60fps efficiency mode – the sport continues to evolve. Developer CD Projekt RED goes additional with the new 1.61 patch, which provides AMD’s FidelityFX Tremendous Decision, model 2.1, into the sport. That is excellent news for PC house owners in fact, however FSR2 can be built-in into the console builds too – so what sort of enchancment does it carry?
In case that is new to you, FSR2 is a great upscaling approach designed by AMD, the ultimate being to render a handsome 4K output picture utilizing simply an inside 1080p picture, drastically enhancing efficiency in the course of. With the transfer to FSR2, there’s a chance to regulate the native rendering resolutions on each console. Nevertheless, in my checks, native decision targets on consoles typically appear unchanged and dynamic decision scaling remains to be in impact. For instance, on Xbox Sequence S’ quality mode now we have 1440p as the goal, although the lowest doable decision does appear to shift, from the 1296p seen in model 1.6 to 1080p on this new patch.
It is value stressing that the typical rendering decision in-between these factors on Sequence S is analogous. And likewise Sequence S’ efficiency mode targets 1080p as soon as once more as the most doable determine, whereas for the lowest level in GPU-taxing areas, Sequence S’ efficiency mode drops nearer to 1344×756 – decrease than the 800p we recorded earlier than the patch. As for PS5 and Sequence X? They every proceed to run at a relentless native 1440p of their ray tracing modes, as earlier than. FSR2 then reconstructs that to seem like a 4K picture in static moments, fairly convincingly I’ll say. And in efficiency mode, the decision is extra versatile, adjusting between 1728p and 1260p.
The important thing to patch 1.61’s enhance to image quality is not in these uncooked pixel counts however in the use of FSR 2.1’s picture therapy, and there are a number of professionals and cons to this. Initially, it is value stating that there isn’t a toggle or an choice on console to allow FSR, as there’s on PC. Quite, it’s mounted in place, changing the older default temporal anti-aliasing methodology CDPR used. Fortuitously, typically, this actually does not have a draw back. FSR2 does genuinely enhance picture quality, whether or not it’s in static pictures, in movement, in coping with aliasing, and even in cases of disocclusion – the place objects in the foreground transfer, revealing beforehand hidden element.
Taking the 30fps ray tracing mode for example, the total picture is way sharper and clearer, higher resolving sub-pixel element – and simply element on the whole. An extended view of the outskirts of night time metropolis brings this out particularly nicely; extra element is noticeable at vary, together with the wording on store indicators, and the definition to swaying plantlife. It is not all about enhancing element, although. FSR2’s different energy is in logically recognising the components of the display that have to be dialled down. Any components with visual noise, aliasing, or flicker, have to be addressed – and FSR2 does it extra successfully general – even when it is not completely eradicated. Certainly in the case of barbed wire fences (see the video above for for element on this one) typically the flickering artfefact seems to be worse than the older TAAU answer, however finally, it’s a internet win for picture quality.
As for gameplay in movement? Effectively, right here there’s a considerable upgrade to the therapy of fantastic components like hair. There’s merely much less break-up and extra temporal stability with the processing FSR2 brings to those finer, sub-pixel particulars serving to to scale back the distraction. FSR2 additionally fortunately improves – or a minimum of enormously minimises – ghosting artefacts from CDPR’s earlier answer. In others phrases, the apparent banding trails left behind shifting objects is decreased, although not completely eradicated.
Quick movement is the final take a look at for upscalers, and but once more, FSR2 manages to spice up general readability as we stroll, and even drive shortly ahead. Inevitably there’s some break-up to lateral movement, although actually, it is to be anticipated given how FSR2 works. Throughout a panning shot, FSR is being fed new visual information from the display’s edges – and through a speedy pan most of the information inside the body will probably be completely totally different to the final. Even with such limits, Cyberpunk 2077 remains to be higher with FSR2 than with out, however shifting into efficiency mode, the inside decision is decreased and so the influence the algorithm makes is extra restricted. FSR2 on PS5, Sequence X and S’ efficiency modes nonetheless provides a lift to general readability. It is also value noting that doubling frame-rate to 60fps right here provides a temporal-based answer extra information to work with, that means FSR2 has extra success in movement on this mode.
Efficiency bears some point out. We’re used to seeing a trade-off between visuals and frame-rate, and so the query is: with all of FSR2’s advantages, is there any distinction to how PS5 or Sequence consoles play? The reality is that the consoles at all times misplaced most efficiency in crowded areas – the marketplace for instance – with this doubtless being a CPU bottleneck that may go unaffected by FSR2. And taking PS5 for example in its 60fps efficiency mode, that also holds true on patch 1.61. In side-by-sides with our final examined patch – replace 1.5 – there is a distinction, although not a constant one. Patch 1.61 typically pushes forward, and typically falls behind. Later shootouts do present the new patch dropping extra usually into the 50fps area. However then, this is likely to be incidental – given gameplay is unimaginable to sync all the manner.
On the whole, PS5 and Sequence X, are likely to exhibit an identical efficiency profile on patch 1.61. Drops to 50fps and beneath are doable, simply as they had been earlier than. Including FSR2 is not serving to to clear the hole to a rock-solid 60fps, however proof suggests it’s not hindering it both. In the meantime, there’s some proof (round mirrors particularly) that Xbox Sequence S runs a contact sooner with FSR2, although this could be all the way down to tweaks to dynamic decision and/or the introduction of AMD’s upscaler. It is not a radical distinction and positively later checks inside night time metropolis do not make the benefit so apparent. For PS5, Sequence X and S, the spotlight is with out query the improved picture quality.
Total FSR2 is a internet win for all new consoles, intelligently choosing out the particulars we wish enhanced, whereas additionally addressing points with the picture, like ghosting on motion and the flickering on hair. There’s extra stability, fewer distractions, and a higher push for element at vary. The one draw back is that algorithm remains to be work-in-progress, with AMD working to enhance the expertise even now. Picture breakup remains to be an issue, and actually, on Sequence S particularly there’s moments the place the picture momentarily breaks up throughout fundamental ahead motion. Cyberpunk has come a great distance since its launch although. Each new patch – even incremental ones like 1.61 – appear to make an influence, exhibiting that CD Projekt RED is much from completed with the sport