Cyberpunk 2.0 Ray Reconstruction Comparison, DLSS 3.5, & Benchmarks

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Cyberpunk 2077
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NVIDIA's Ray Reconstruction technology, which debuted alongside DLSS 3.5, is now a graphics option in Cyberpunk 2077 2.0. This launches just ahead of the Cyberpunk: Phantom Liberty DLC/Expansion and technically can work on all RTX video cards. Ray reconstruction specifically attempts to resolve issues left behind by more traditional denoising solutions, especially as upscalers have entered the fray and amplified some artifacts. Our testing today is focused almost entirely and exclusively on ray reconstruction (DLSS and frame generation are other aspects of the technology, and ones which we've looked at in the past). That means most of this video will provide graphics comparisons -- particularly ones with motion, as this exaggerates the temporal differences -- and we'll look at a couple quick benchmarks with ray reconstruction on vs. off.

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TIMESTAMPS

00:00 - The Marketing Embargo Onslaught
02:45 - Focusing on Ray Reconstruction
04:22 - How Ray Reconstruction Works
07:29 - Testing Methodology Notes & Settings Bugs
10:14 - Car Scene Improvement
12:17 - Overpass Shadows & Reflections
13:05 - Sidewalk Reflections & NPC Ghosting
13:59 - Puddles, Reflections, & Flickering Trees
15:35 - Club Detail, Reflected Light, & A Bug
16:20 - Bar Scene Sharpness, Increased Detail
17:11 - Parked Car & Street Detail
18:00 - Arasaka Parade Float Ray Reconstruction On vs. Off
18:46 - Server Room Fixing Flickering
19:33 - Good Motion Response in Server Room
20:03 - THE BUGS
22:06 - Performance Benchmarks
23:17 - Ray Tracing Denoising Flaws vs. Reconstruction
24:25 - Conclusion

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Host, Writing, Testing: Steve Burke
Writing, Testing: Patrick Lathan
Writing, Testing: Jeremy Clayton
Video Production: Vitalii Makhnovets




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