Cyberpunk 2077 next-gen patch tested on PS5 and Xbox Series consoles

Welcome again to Cyberpunk 2077, a transformative recreation for PlayStation 5 and Xbox Sequence consoles. Earlier ‘again appropriate’ variations of the sport have led to a model new interpretation based mostly on present era SDKs, permitting CD Projekt RED to take full benefit of the capabilities of the brand new console wave. It is a recreation with a troubled previous, and this new 1.5 improve gives each 30fps ray tracing and different current-gen enhancements like improved load occasions together with an enhanced 60fps efficiency mode – however how a lot of an improve are customers actually getting?

First, it is price addressing the elephant within the room: the Xbox Sequence S. No dressing up, no graphics transition on the tiny Xbox, and it is set to run at dynamic 1440p at 30 frames per second. In pixel counts that is really a spread from 2304×1296 to 2560×1440 based on my assessments. It is a disgrace to see it lacking the purely surface-level, 60fps mode right here (CDPR says it is investigating the addition), however equally, no ray tracing is enabled both. Nonetheless, the general quality-of-life enhancements in patch 1.50 make Cyberpunk extra playable – then do not anticipate a revolutionary increase to its visuals. For that, now we have to return to the PS5 and Sequence X, the place ray-traced shadows have been enabled for the primary time on the console and dealing with improved display space reflections.

An expanded video breakdown of the brand new 1.5 replace for the brand new console wave of Cyberpunk 2077, with comparisons to one another and the ultimate model of the sport.

Regardless of speaking 4K, our assessments strongly recommend that RT modes on each consoles are rendered at native 1440p. Dynamic decision scaling could also be enabled, however all outcomes throughout all consoles yield the identical worth in all situations – which raises the query: What does RT really do? Outside, the impact of RT shadows is fairly muted to the purpose the place you might need a tough time noticing the distinction between high quality and efficiency modes, even in direct head-to-head comparisons. It is a totally different ball recreation indoors, the place sharp directional lighting can actually present the improve. RT produces extra life like shadows, following real-world logic that the farther an object is from the sunshine supply, the extra subtle the define. The identical goes for car obstacles, small objects in V’s residence, and even the pillows on their beds. The impact is often refined. However at sure factors, shadows utterly cowl a scene to create a clearly richer, deeper picture.


However ray-traced shadows are the place the upgrades to ray-tracing settings finish on console. Ray-traced reflections look phenomenal within the PC model of the sport, however sadly they are not accessible on the PS5 or Sequence X, and the media shutdown strategies equally stay the identical. All instructed then, the PS5 and Sequence X being positioned in RT mode alongside the usual non-RT presentation of the Sequence S, all provide a 1440p30 look and so they all look very comparable, with RT solely successfully manifesting in sure interiors. Elsewhere, the improve is much less apparent on the streets of Evening Metropolis. Textures, results, and draw distance on geometry are mapped between the three in drive sequences. Reflections, in the meantime, have been enhanced on the 2 extra highly effective machines – utilizing the next diploma of display space method – however past that, a really comparable presentation throughout each platform. Even the group density within the S Sequence stands convincingly subsequent to the opposite two.

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