Cyberpunk PS5: With each update, Cyberpunk improves even further. Update 1.6 brought about many changes, including eliminating input lag, introducing a 60 fps performance mode for the Series S, and correcting numerous bugs.
With the 1.61 updates developed by CD Projekt RED, AMD’s FidelityFX Super Resolution v2.1 is implemented. This is fantastic news for PC players, but what benefits do console players see now that FSR2 is included in their builds as well?
If you are unfamiliar, FSR2 is an intelligent upscaling technique developed by AMD to render a high-quality 4K output image from a single internal 1080p image. Thanks to FSR2, we can now customise the native rendering resolutions of each console.
My experiments suggest that native resolution targets on consoles remain unaltered and that dynamic resolution scaling continues to function as expected. On Xbox One S’s quality setting, for instance, 1440p is the goal; however, the minimum resolution appears to have changed from 1296p in version 1.6 to 1080p with this update.
It’s important to note that Series S typically has a similar rendering resolution between these two positions. And similarly, the Series S’s performance mode aims for 1080p as its highest resolution once again while dropping to around 1344×756 in GPU-taxing places, which is lower than the 800p we recorded before the patch.
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With regards to the PS5 and the Series X? In ray tracing mode, they all maintain their previous original 1440p resolution. In static situations, FSR2 reconstructs that to look like a 4K image, and it does so very convincingly. In addition, the key can be changed from 1728p down to 1260p when in performance mode.
Not the raw pixel counts, but the usage of FSR 2.1’s image treatment is the key to patch 1.61’s improvement in picture quality, and this has many advantages and disadvantages. First, it’s important to note that unlike on PC, there is no toggle or option to enable FSR on a console.
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Instead, it is permanent, taking the place of CDPR’s previous default temporal anti-aliasing approach. Thankfully, this rarely has any adverse effects. Whether you’re looking at a still image, a moving one, one with aliasing, or one with disocclusion (when objects in the foreground move, revealing previously concealed detail), FSR2 will improve.
Consider that in the 30fps ray tracing mode, the entire image is much more crisp and clear, better resolving sub-pixel detail and detail in general. This is especially apparent in a wide-angle picture of the city at night; from a distance, you can make out finer details like the letters on storefront signs and the shape of leaves as they sway in the wind.
However, this process is not limited to merely improving finer points. Additionally, FSR2’s ability to rationally recognize screen elements that need to be dialed down is a plus. Even if visual noise, aliasing, or flicker is not entirely eradicated, it must be addressed, and FSR2 does it more successfully overall.
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Indeed, the flickering artifact looks worse than the prior TAAU method in the case of barbed wire fences (see the video above for an explanation on this one). Still, overall, it is a net win for image quality.
What about live-action gaming? Here we see a significant improvement in the care of very inconsequential things like hair. The processing that FSR2 delivers to these finer, sub-pixel information results in less break-up and more temporal stability, which helps to lessen the distraction.
The ghosting artifacts introduced by CDPR’s earlier approach are, luckily, significantly reduced or eliminated in FSR2. That is to say, the banded tracks left behind by moving objects are diminished but not erased.
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