I've tested Nvidia's latest ray tracing magic in Cyberpunk 2077 and it's a no-brainer: at worst it's just better-looking, at best it's that and a whole lot more performance

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I've tested Nvidia's latest ray tracing magic in Cyberpunk 2077 and it's a no-brainer: at worst it's just better-looking, at best it's that and a whole lot more performance
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Nvidia's DLSS 3.5 Ray Reconstruction feature fits perfectly with Cyberpunk 2077's 2.0 added realism.

The new Cyberpunk 2077 2.0 update is out and, as part of CDPR and Nvidia's long-standing effort to make it the new Crysis, it features an entirely new take on ray traced realism. Called Ray Reconstruction, this new DLSS feature literally grounds everything in the game, and makes the previous Overdrive ray tracing mode look faintly ridiculous.

And the best thing? It's actually a little lighter on your graphics card and isn't just restricted to the RTX 40-series either. Better visuals and less demanding. Now, that's something we can all get behind, right? Well, unless you've got an AMD card, then I feel bad for you, son. I covered Nvidia's new method of bringing its AI chops to bear on denoising a real time ray-traced scene around its Gamescom announcement, but now I've had a chance to get hands on and see it in action around Night City myself. And it's much more than just smoothing out the otherwise dotty images of a noisy scene; Ray Reconstruction really has a huge impact on the game's believability as you're racing through the rain slicked streets.

The feature is essentially replacing the denoisers in the graphics pipeline—with a corresponding, though sometimes small boost in performance from dismissing that step—and it fits perfectly in with the rest of Cyberpunk 2077's 2.0 update; it's adding another layer of realism to the game. Though I'd argue it's probably fixing something you didn't even realise was an issue in the first place.

This has long been the problem with the introduction of real time ray tracing. It's at once incredibly demanding of your GPU hardware, and sometimes not all that obvious. With traditional rasterised rendering techniques, developers got incredibly good at faking lighting, to the point where when a more realistic method was introduced—ray-traced lighting—it barely looked any different unless you lookedBut when you're shown behind the curtain the fakery starts to become more obvious.

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