Cyberpunk 2077 Graphics Optimization Guide, Performance Benchmarks, & Comparisons
This is the Complete Cyberpunk 2077 Graphics & Optimization Guide, ft. side-by-side graphics quality comparisons, benchmarks, and research on the game's settings, along with tuning advice.
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This was a nearly insurmountable amount of work that required the entire team's involvement. Patrick and Andrew worked side-by-side for a week on just running tests and collecting visual comparisons, Keegan spent hours combing through footage and editing it, and Steve worked on the editorial and testing components of the piece. If you'd like to help support this type of content, please consider supporting us on Patreon or grabbing one of our items on the GN store.
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Watch our #Cyberpunk 2077 DLSS comparison and benchmarks: https://www.youtube.com/watch?v=zUVhfD3jpFE
Watch our #Cyberpunk2077 CPU benchmark (updated on 1.05) - https://www.youtube.com/watch?v=G5jTaa4Wj7Y
And our Cyberpunk 2077 GPU benchmarks: https://www.youtube.com/watch?v=w4rgB2zb7dg
This content will break-down the most intensive graphics settings in Cyberpunk 2077, the biggest FPS gains you can get from tuning settings, and the biggest visual quality changes from those settings. Graphics options we'll be defining are as below. There were a few options that didn't make the final cut for this guide due to length, but we tested every single setting in the game. Items not present were ruled to have little impact to performance or, in some cases, were actually not working yet. LOD settings, for instance, had very little impact on the whole, and the distance at which LOD levels changed was constant across all settings. Sub-surface scatter quality also had almost no difference. We looked at hands, ears, veins, and faces to try and find sub-surface scattering differences, and they were so small that it wasn't worth spending time to include. Facial lighting geometry was one we couldn't find any differences for. CDPR says it's in there and working, but we couldn't find any evidence of that after testing for a few hours. These were omitted for those reasons. The graphics options and settings covered include:
- Screen-space reflections (off, low, medium, high, ultra, psycho, RT)
- Ray-traced reflections
- Local shadow mesh quality
- Local shadow quality
- RT shadows
- Cascaded shadow range & resolution
- Distant shadow resolution
- Contact shadows
- Volumetric Cloud Quality
- Volumetric Fog Resolution
- RTX off vs. on - global illumination, ambient occlusion, lighting, shadows, etc.
- Anisotropy and Anisotropic Filtering
- Max Dynamic Decals
- Crowd Density
- etc.
TIMESTAMPS
00:00 - WAKE THE GPU UP, SAMURAI. WE HAVE A GAME TO BENCHMARK.
01:49 - Not Possible to Fit Everything (DLSS, GPU, CPU Benchmarks)
04:12 - Screen-Space & Ray-Traced Reflections Comparison
07:25 - Screen-Space Reflections Benchmarks (Cyberpunk 2077 Graphics Optimization)
08:29 - Ray-Traced Graphics Options in Cyberpunk 2077
09:36 - Ray-Traced Shadow Benchmarks in Cyberpunk
10:14 - Ray-Traced Lighting Explained & Differences
11:00 - Ray-Traced Lighting (Medium, High, Ultra, Psycho)
11:41 - Ray-Traced Lighting Benchmarks (Medium, High, Ultra, Psycho, Off)
12:20 - RT Options Toggles & Benchmark Tests
14:19 - Crowd Density Low vs. High vs. Medium Comparison
16:16 - Crowd Density GPU Benchmarks
16:47 - Crowd Density CPU Benchmarks (Ft. AMD R3 3300X)
17:28 - Volumetric Cloud Quality Comparison
19:27 - Volumetric Cloud Quality Benchmark & Tuning
20:41 - Volumetric Fog Resolution Comparison
22:57 - Volumetric Fog Resolution Benchmarks & Optimization
23:54 - Ambient Occlusion Comparison (Off, Low, Medium, High, RT Psycho)
23:35 - Ambient Occlusion Benchmarks & Optimization in Cyberpunk 2077
26:34 - Texture Quality Comparison in Cyberpunk 2077
27:30 - Not Actual VRAM Utilization, but Allocation
28:01 - VRAM Allocation Logging with Texture Quality
29:01 - Shadow Options, Cascaded Shadow Range, Distant Shadows
29:21 - Local Shadow Mesh Quality Comparison
29:55 - Local Shadow Quality Comparison (Off, Low, Medium, High)
30:15 - Cascaded Shadow Range Comparison
30:52 - Cascaded Shadow Resolution & Distant Shadows Resolution
31:14 - Contact Shadows Comparison
31:45 - Shadow Benchmarks
32:17 - Anisotropy Comparison
33:34 - Anisotropy Benchmark
34:09 - Max Dynamic Decals
36:20 - Static Decals & Skid Marks Vanishing Too Fast
36:44 - Conclusion
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Host, Editorial, Testing: Steve Burke
Editorial, Testing: Patrick Lathan
Testing, Video, Graphics Analysis: Andrew Coleman
Video: Keegan Gallick
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