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Cyberpunk 2077 best PC settings: how to improve performance with minimal hit to quality - Eurogamer.net
There's no doubt about it - Cyberpunk 2077 is a demanding game, heavy on both CPU and GPU, while solid-state storage is also recommended for an optimal experience. It's perhaps a game geared towards the computers of the future, but in the here and now, it's still possible to get a fantastic PC experience - a process we hope to aid with our optimised settings. Put simply, we tested every graphics setting in Cyberpunk 2077, measured the performance cost and judged the overall quality you get at each preset. The idea here is straightforward: to retain everything that makes the game 'next-gen' from a visual perspective, but to deliver the best 'bang for the buck'. The test rig we used is hardly mainstream - we paired Intel's Core i9 10900K with a RTX 3090 and 32GB of 3200MHz DDR4, and we ran the game from an NVMe drive. However, all of our measurements were taken at 4K resolution, meaning that as you move down the resolution ladder back to 1080p, the requirements of the graphics card you'll need scale back considerably. To put all of this into perspective, our chosen settings allow an RTX 2060 to run the game without ray tracing at 4K30 resolution using the balanced version of DLSS, or to hit 1440p60 (with just minor dips in the busiest parts of the city). Interestingly, native 1080p actually seems a touch heavier than DLSS 1440p - and certainly looks a significantly less impressive. Hopefully that gives some kind of idea of how this game scales on the graphics side - yes, it's demanding. The RTX 2060 may well be the least capable Nvidia GPU with next-gen features, but it's still a fairly powerful piece of kit, relatively speaking. You can of course tweak downwards still further and still have a great experience, but at that point, you'll start to cut into the quality level. Our objective here is to set the bar, and to retain the the game's wow factor, and to achieve this with an RTX 2060 is impressive stuff. It does have its limits - 6GB of VRAM takes ray tracing out of the equation unless you're happy with 1080p30 (in which case, you can max out every single RT effect, right up to psycho-level lighting) - but it's still an impressive showing overall. First of all, to understand exactly how we've crafted our optimised settings, I'd recommend watching the video. To give you some idea of the overall win here, on the RTX 3090 system at 4K resolution without ray tracing or DLSS in use, moving from flat-out ultra to optimised settings delivers a 35 per cent improvement in performance, clawing back 5ms of render time. When a 60fps experience essentially requires a render budget of 16ms per frame, that's an impressive saying for no appreciable hit in visual quality. Our video guide to what the settings in Cyberpunk 2077 actually do - and how you can claw back performance without taking too much of a hit on visual quality. Note we recommend DLSS quality mode at 1080p, balanced at 1440p and performance at 4K - if you are using an RTX card, of course. For optimised ray tracing settings, I recommend turning off ray traced shadows, running RT lighting at medium and turning on reflections. An alternative 'light' mode would see you turning off reflections too, leaning into the rasterised screen-space versions instead. As you can imagine, if the standard non-RT version is demanding, using ray traced graphics can only add significantly to the load. As you might imagine, using DLSS is essential in maintaining good performance. Right now, RT only seems to work on Nvidia cards, despite using the DXR API that should allow for AMD's RDNA 2 offerings to operate - but with Team Red's Super Resolution DLSS alternative currently not available, we can foresee good RT performance being difficult for AMD's new cards. I can foresee the heavy system requirements improving here because it is clear that the game has some technical issues. For starters, as you will have noted in the video, driving around the city is demanding on the CPU - and it appears that SMT or 'hyper threading' is not working properly on Ryzen processors, meaning that the mainstream favourite - the Ryzen 5 3600 - is unduly suffering, particularly when driving at speed through the city. A user-mod apparently addresses the issue but we found no improvement to CPU-bound performance at all, and we'd hope to see CD Projekt Red address this entire situation with some urgency. Secondly, some settings simply do not appear to be working. We can imagine that the level of detail setting has both CPU and GPU implications but adjusting it made no difference to the presentation or indeed performance. This, along with many other things, needs to be fixed. While we do expect optimisations from the developer to arrive in due course, our time spent with the game re-confirms our contention that this is a title targeting the next generation of hardware, especially if you're looking to hit 60 frames per second, or something close to it, without compromising too much on graphical equality. Rasterised optimised settings use lower quality skies, shadow map resolution, SSR, SSAO and colour precision. All images in this block are 4K resolution, taken from RTX 3090. Rasterised optimised settings use lower quality skies, shadow map resolution, SSR, SSAO and colour precision.. Ray traced optimised settings eliminate RT shadows and reduce the quality of RT lighting, while the 'light' version removes RT reflections completely. Ray traced optimised settings eliminate RT shadows and reduce the quality of RT lighting, while the 'light' version removes RT reflections completely. Yes, there is some scalability on the graphics side of the equation, but less so on the CPU front - I'd venture to suggest that CDPR's recommended specs are targeting a 30 frames per second experience, where four core/eight thread processors would be the minimum. Those still using four core, four thread legacy i5s are going to struggle. Based on how demanding the game is, we can foresee Cyberpunk 2077 spurring many people to upgrade their PCs, especially if RTX 2060-level hardware can't sustain native 1080p60 on our optimised settings (DLSS provides a remarkable get-out-of-jail free card here). There is one final purchase I'd recommend on the list of potential upgrades: a variable refresh rate monitor. Hitting 60 frames per second is one thing, but sustaining it is quite another. A G-Sync or FreeSync display allows you to target a 'window' of performance - say 50 to 60fps - which allows for more flexibility and ambition in your settings. On a standard display, achieving consistency means adjusting presets to accommodate for worst case scenarios - which is far, far more tricky. This process also means that you're factoring in a certain degree of overhead, which means that your GPU may be under-utilised for much of your play time. Variable refresh rate technology solves a lot of problems here. The ultimate pay-off is immense. The PC version of Cyberpunk 2077 really does look a generation beyond the console versions, and it'll be fascinating to see how CD Projekt Red chooses to tap into the graphics and CPU power of PlayStation 5 and Xbox Series consoles, and whether the system resources are there to implement any of the ray tracing effects. That's something to look forward to in 2021, but in the here and now, there's no question about it: PC is the best place to play, if you have hardware required to get the job done. Hopefully our optimised settings bring a lot more graphics cards into contention, but it'll require more work from CD Projekt Red to deliver meaningful boosts on the CPU side of the equation.
Xbox wireless controllers are on sale… everywhere, actually - Eurogamer.net
Bad news first: you'll not find any great deals on the Xbox Series X or S this Black Friday. Microsoft is unlikely to dramatically cut the price of a console so soon after launch - even now, during the capitalist holiday to end all capitalist holidays. But don't despair yet, Microsoft fans! There is at least one sparkly new thing you can get your hands on for cheap. The new Xbox Wireless controller - hardly a month old - is £10 off pretty much everywhere it's sold. Promotional materials boast of 'sculpted surfaces' and 'refined geometry'. But why would you actually want to splash out on one of these sleek goobers? This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings Cross-compatibility is probably the biggest draw. The new model works not just on the Xbox One, Series S and Series X, but also PC, and (sometime in the near future) Android and iPhone, so you can enjoy that delectable geometry no matter what machine you're playing on. There's also a dishy new D-Pad (dish shaped, I mean), a dedicated 'share' button for influencers and influencer wannabes, and a USB-C port so you can charge and play simultaneously. Plus, matte finish. Everyone loves a matte finish. Normally this package would cost you £54.99, but for Black Friday the retailers have knocked it down to £44.99 - or $39.99, if you're shopping in the States. Check it out: In the UK In the US If your thirst for discounts is still unquenched, have a look at our hub page for the best Xbox Black Friday deals. You should also chuck us a follow over on the Jelly Deals Twitter account, where we're keeping our faithful audience updated on all the latest gaming and tech offers.
There's no way to move PS5 games off the SSD - Eurogamer.net
Continuing our PlayStation 5 review process, Digital Foundry today presents a guided tour of the excellent new user interface, exploring the menu system and new functionality - and it was during the recording of this video that a couple of inconvenient issues came to light. The big one is this: right now, there seems to be no way of copying PS5 games away from the main system storage, presenting problems when the SSD is full. In this scenario, the only way to install new games is to delete old ones, meaning that to play them again you'll need to re-download them - deleting other installed PS5 games in the process. PlayStation 4 games installed to PS5 are not affected - these can be moved off to external USB storage. In common with the Xbox Series consoles, next generation games for PS5 can only be run from internal storage (or the 1TB expansion card, in the case of the Microsoft consoles) and thus far, Sony has not whitelisted any third-party M.2 NVMe drives for extra solid state drive space. However, the difference here is Xbox consoles allow for all games old and new to be archived off to external storage. You can't run next-gen games from there, but at least you can shuttle the titles to and from internal storage without having to re-download them. This does not appear to be a viable solution for PS5. To test this, we filled PS5's 667GB of available storage with PS4 games, then attempted to install a new PS5 title. The system asks we free up space, exactly as you would expect - and the only way to do that with PS5 game data would be to delete it. In an era where games routinely break the 100GB barrier, this presents problems and we really hope to see Sony address this as a matter of urgency. This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings Digital Foundry's John Linneman presents a guided tour of the PlayStation 5 user interface. The game storage options are presented around the nine minute mark. Less of an issue, but still more limited than PS4 is the way in which PS5 game save data is handled. On the PS5 user interface, it's still possible to backup and restore PS4 game data from USB. However, the USB option is gone when addressing PS5 saves. This is purely conjecture on my part, but the game save system on PS4 was hacked many years ago - and it's possible to purchase software that tweaks your saves with cheats, or allows you to share your saves with other users, instantly giving them platinum trophies, for example. By keeping PS5 save data entirely within Sony's control, this increases security - but at the expense of user convenience. It should be stressed that PS5 does automatically archive save data by keeping it in the cloud, similar to the solution in play on Microsoft's consoles since the launch of Xbox One. The SSD storage issue - and the lack of PS5 title archive options - is a concern though, and we've approached Sony for comment.
Should you wait for next-gen to play Watch Dogs: Legion? - Eurogamer.net
Have we reached that time in the console generation where the machines start to show their limits - when developers are eagerly looking forward to the next generation? Back in 2013, prior to the release of Xbox One and PlayStation 4, titles emerged that clearly pushed too far, often resulting in poor performance. There's a decent argument that this is the case for Watch Dogs - at least on the standard vanilla Xbox One S. It's a technologically ambitious game that clearly has some performance issues, even with the arrival of a new patch. So, to what extent does the PlayStation 4 improve matters and can the enhanced machines clear up the issues? Or is this game so ambitious, we should wait to play it on PS5 and Xbox Series X? For developer Ubisoft Toronto, delivering a game this complex across so many different systems takes a careful balancing act. Every Watch Dogs title to date, going back to the 2014 original, has evolved with more complex cities, a broadening of its ideas to show futuristic versions of Chicago, San Francisco, and now London. Legion realises the series' most exciting backdrop so far here - a great city jam-packed full of grim, utopian detail. There's a push for more complex architecture and materials, turning it into a virtual playground that feels unusually familiar for an open world game. From the towering presence of the Houses of Parliament to the glass-stained windows of a local pub, it handles the micro and macro detailing wonderfully and it's easily the star of the show. Ubisoft Toronto has done a sterling job of meshing together the city's landmarks with the rise of new and believable tech: the drones, street surveillance, automatic cars and buses. All of it is backed up by the tentpole open world features of Watch Dogs too: the day-night cycles, weather states, the car and object destruction. It's a shorthand version of London certainly - one condensed to the highlights - but honestly there's huge value to exploring its every turnt. This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings Watch Dogs: Legion - a complete technical breakdown for all current generation consoles. So how do the various consoles stack up? As with the PC release we'll be looking at very shortly, there's a temporal upscaling option, which works to varying degrees on every console. The heaviest use is on base Xbox One, of course, where the max target resolution-wise is 1600x900, but it's dynamic and can drop to 1216x684 at its lowest on the busiest streets. Not only that, but the reconstruction causes image breakup in motion, the likes of which aren't as obvious on the enhanced machines. The Xbox One X version guns for close to 4K. it's ambitious, but in practise gets close; maxing at 3584x2016, with the lower bounds set at 1440p. Again we have some form of potential reconstruction here, but it's the clearest picture on console. As you might expect, 1080p is the upper limit for the PS4 Amateur, but it dynamically drops to 1536x864 - or 80 per cent of that top target. And as for the PS4 'Professional', it's peaking at 1620p, with drops to around 2304x1296. That's the numbers done, but I will say there's a lot more to the image quality than just the stats. The form of temporal reconstruction in place has a big impact, especially on the base Xbox One, where the end result is often significantly blurrier and less defined. The visual feature set is fairly similar, but the enhanced machine benefits from improved screen-space reflections and improved texture filtering quality. All of the key systems carry across all platform:; the physics, weather systems, and even NPC counts appear equal between all four systems. Realising such a richly detailed city - even with some issues in streaming, and shadow pop-in at points - can't have been easy for the base machines. When it comes to performance though, they do pay a price for it and that's where the comparisons with vintage 2013 Xbox 360 and PlayStation 3 games hold water. Xbox One is clearly at the bottom of the pile. While tutorial missions run fine, the more detailed open world and any kind of busier scene sees the frame-rate plummet, with intrusive screen-tearing. Any fast driving at all lowers the performance level too, and even with DRS and image reconstruction to help even the load, Xbox One clearly struggles. Thankfully the base PlayStation 4 improves the situation - there is more of a closer lock to 30 frames per second, but there is the sense that it doesn't quite hit the target often enough, meaning that screen-tear is perhaps too pervasive - and it's especially an issue when driving at speed. Xbox One X aims to push out as good a picture as possible for 4K displays, and by and large it does a pretty good job, though the most insanely busy city scenes with plenty of explosive action can see the frame-rate buckle. This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings Here's a look at what Ubisoft is promising for Watch Dogs: Legion on Xbox Series X. It's all looking very shiny. Xbox One X appears to struggle in some cases then, perhaps as a reaction to its high resolution target of 4K. Partly this is proven by the way PS4 Pro runs. It's a much lower resolution target at 1620p, and yet has visibly less tearing across the board. It's the best performing version, with X in close second - and the fact that tearing is so infrequent is a huge plus. It's enough in my book to justify the lower resolution; a trade-off that gives us more stability from frame-to-frame. All round though, it's clear the enhanced versions are the ideal right now, though Xbox One X is not quite perfect in its delivery. All told then, while early impressions weren't great, as things stand with the current patch, it's only really Xbox One S that truly disappoints in performance terms. With that said, the screen-tearing issues and slightly wobbly frame-rates definitely take some of the sheen away from the vanilla PlayStation 4 - and I'd say that if your plan is to move from current-gen base machines to a shiny new PS5 or Series X, it may well be worth holding fire on a Legions purchase, where the improvement should be palpable. Thankfully the enhanced consoles are on-hand to deliver a more stable experience, though it's interesting to see another game where Xbox One X's focus on scaling up resolution results in a less stable experience overall than the rival PS4 Pro, which is where I'd choose to play in the here and now. Beyond performance boosts, I'd like to see some of the bugs addressed - all manner of glitches and crashes manifested in my various playthroughs. With next-gen though, I hope to see the performance issues comprehensively addressed and I'm really looking forwards to seeing whether the ray traced reflections hold up to the PC version, which can have a dramatic improvement to the look of the game - and finally addresses one of the most high profile complaints levelled against the original Watch Dogs. We'll be looking at the PC version very soon, then circling back for PS5 and Xbox Series coverage when the time is right.
Xbox boss Phil Spencer revealed the Xbox Series S in June and no-one noticed - Eurogamer.net
We thought the Xbox Series S leaked earlier this week - it turns out Microsoft had shown it off to the world back in June and no-one noticed. Xbox's official Twitter account pointed out boss Phil Spencer had an Xbox Series S sitting on his shelf at home behind him during an interview with journalist Seth Schiesel. That cheeky fella! Fun fact: Xbox Series S is so small @XboxP3 had it sitting on his bookshelf back on July 1 and nobody noticed. ? Did you spot it @SethSchiesel? pic.twitter.com/6Z83TLCW1F — Xbox (@Xbox) September 11, 2020 This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings (The interview in question actually took place on 24th June as part of the GameLab industry conference, and was streamed live then - although it wasn't published to YouTube until 1st July.) Spencer responded to confirm the Series S appeared in another two interviews - and no-one noticed. ummmm....that wasn?t the only [email protected]@jennaezarik, did you notice anything? — Phil Spencer (@XboxP3) September 11, 2020 This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings Well, someone noticed, namely [email protected] developer account manager Neil Holmes and [email protected] director of global partnership management Agostino Simonetta. We did notice, right ? @_ninge_ ? pic.twitter.com/vokVwK5l0Y — [email protected] (@stiniuk) September 11, 2020 This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings Here's the GameLab interview with Spencer, if you're interested in taking a close look at his shelf. This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings In other Xbox Series X trivia news, marketing chief Aaron Greenberg explained why the tiny console is codenamed Lockhart. It's named after Lockhart, Texas - "the Little City with the big heart". We often use cities as codenames, in this case it comes from Lockhart, Texas. They are known as ?The Little City with the big heart? https://t.co/i7u3sjqdst ?? — Aaron Greenberg ?????? (@aarongreenberg) September 9, 2020 This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings Meanwhile, Microsoft has offered clarification on backward-compatibility features for the Xbox Series S, confirming the machine will apply its own enhancements, rather than support Xbox One X enhancements, to backward compatible games. This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view.Manage cookie settings
Sony announces its upcoming Days of Play 2020 deals - Eurogamer.net
Oh, what a day. What a lovely day. You may have heard that Sony is bringing back its celebration of all things PlayStation at the start of June. But it'll also be kicking off events a little earlier than planned with a number of terrific price cuts on PS VR, PS Plus, PS Now and loads of PS4 games. Over on the PlayStation Blog, they've confirmed a handful of deals that will be available at select retailers from 25th May. Some of which are on par with - or even better than - last year's PlayStation Black Friday deals. From what they've teased so far, there are some best offers up for grabs. Have a look and see what you think:
- PS VR Starter Pack for £199.99/€199.99
- PS VR Mega Pack for £229.99/€229.99
- Death Stranding from £24.99/€29.99
- Days Gone from £15.99/€19.99
- Nioh 2 from £39.99/€49.99
- 12-month PlayStation Plus for £34.99/€34.99
- 12-month PlayStation Now membership for £34.99/€34.99