Full ray tracing helps to balance the diffuse and specular response of materials to the light, resulting in even more realistic reflections. Click here to view the comparison in 4K
What was your first thought when you turned DLSS 3 on in Cyberpunk 2077?
A: I remember when we were introduced to the idea behind DLSS 3 months before we could actually test it, and it already sounded quite amazing, actually. When you run it, it does feel quite surreal to be able to make a game run almost twice as fast with the flip of a switch. In all honesty, it does at times feel like real-life magic. It does look like a super smart solution to a problem that the industry was looking to solve for years.
Did the existence of DLSS 3 make the Ray Tracing: Overdrive Mode a reality?
A: When working on Ray Tracing: Overdrive, I did often see changes in the performance based on the state of development we were currently in, but it was always rather certain that this is the technology of the future and will require super powerful hardware for the best performance.
Ray Tracing: Overdrive actually started as a solution for Cyberpunk 2077’s Photo Mode; that was the initial idea I had. This changed when NVIDIA’s team shared plans for their future technology, which looked like it could really make it possible to play at that quality in real time. I was blown away by the possibility and we instantly moved our efforts towards that direction. DLSS 3 was a key element in making it possible.
Concurrently with the integration of DLSS 3, you also brought NVIDIA Reflex to Cyberpunk 2077, for all gamers dating back to those using GeForce GTX 900 Series GPUs. What did the integration process entail, and what quantifiable benefits does Reflex deliver for Cyberpunk 2077 players?
A: Reflex is a solution that plays really well with DLSS 3, because it focuses on minimizing the input lag in the game. In action-heavy moments, you need the game to respond as swiftly as possible, especially with the high frame rates provided by DLSS 3.
The integration process went smoothly. Through our close collaboration with NVIDIA engineers, we were able to quickly identify the places to integrate parts of Reflex that measure particular frame parts and optimize those in terms of capturing input.
As a player, you will mostly see the benefits in places where accuracy and responsiveness are crucial, so situations like driving through dense parts of Night City at high speeds or taking part in challenging shootouts as you are progressing through the story.
Does DLSS 3’s proven Frame Generation technology influence your plans for future games, making you more ambitious, increasing detail and immersion because you know a large number of gamers will be able to view and appreciate your worlds at launch? Is Frame Generation the future?
A: Absolutely, this technology allows us to target a quality level that is higher than ever before. It adds that extra level of headroom for us when thinking of the game’s graphical settings, but also some creative decisions in the future.
With fully ray traced game graphics now approaching and sometimes surpassing the quality of CG in some television shows, what in your opinion is the next development challenge to surmont?
A: I do feel the next step lies in AI integration that goes beyond the development phase of projects. It is a new and very much uncharted world that we’re getting to and it is up to us to find a way to marry the heart and soul of developers and the near limitless muscle power that this new technology provides. But AI can also dramatically change the way the game world interacts with the player, and it’ll be extremely interesting to see that area grow and evolve in the future.
Thanks so much for your time. Before we sign off, is there anything else you would like to add about Cyberpunk 2077 or its technology?
A: I would like to share that I am super excited about Cyberpunk 2077’s Ray Tracing: Overdrive mode that we’re releasing to players very soon now. I really do hope they will share our passion for this technology, even if it is just a glimpse into the future. There always needs to be that first step that many will question, but one that needs to happen before change arrives. We worked super hard, both CD PROJEKT RED and NVIDIA, to make this new graphical mode a reality, and give players something very special — like we always aim to do with our games.
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The technology preview of Cyberpunk 2077’s Ray Tracing: Overdrive Mode is out today on all PC store fronts where Cyberpunk 2077 is sold. For further details, check out our Cyberpunk 2077 Ray Tracing: Overdrive Mode Technology Preview announcement article, and be sure to download our latest Game Ready Driver to ensure the best experience from the second you start playing with full ray tracing and DLSS 3 enabled.