Digital Foundry gets to grips with Cyberpunk 2077 patch 1.6. Does the new 60fps mode for Series S live up to expectations? And what's the score with input lag reductions in RT mode on PS5 and Series X?
It's been six months since the release of Cyberpunk 2077's 1.5 update - the milestone patch that finally added native support for current generation consoles. CD Projekt RED has not been idle though, the new 1.6 'Edgerunners' update arrived last week, tying in with the new anime.
Quality mode on Series S today works pretty much just as it did before the patch, in its default mode: it runs the gamut from 1440p down to around 1296p, with a reasonably tight 30fps lock with consistent frame-pacing. The new performance mode - inevitably - degrades some settings. In terms of pixel metrics, we're looking at a range of 1080p at peak, going down to 800p lowest, most obvious in the areas where the game can't stick to its 60fps target.
Overall, first impressions are strong. Image quality takes a hit, but we're locked to 60fps in most cases and in our stress test scenarios, the game still acquits itself reasonably well - with any performance drops well within the VRR window. I think Series S is in good shape with this update. We get parity from a performance standpoint with PS5 and Series X, even if resolution does take a hit to 1080p and below.
The other key area of testing for this patch is in improvements to input lag in the Series X/PS5 ray tracing mode. I used a 240fps camera to record myself taking 50 shots with a handgun, measuring the time taken from button press to muzzle flash when firing the weapon. On patch 1.6, Series X has an average latency of 136ms. That's still on the high side, honestly, but definitely an improvement over patch 1.5's remarkably high 163ms.
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