CDPR posts Switch 2 Cyberpunk screens

Why wouldn't you use RT in a prerendered cinematic? It's an offline render already

that's exactly what I am asking.

the reflections have obvious artifacting in them

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why are there, what looks very much like occlusion artifacts in reflections used in a CG prerendered cutscene that uses effects not found during gameplay?

you can see occlusion issues around the reflection of the soldier, the typical "curtain" of occlusion you see with basically any SSR implementation as soon as a character moves in front of a background.
you can see what looks like a fallback cubemap appearing around the guys reflection.
 
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I also let my 2yo mess around on my PS5 occasionally.
Things like that don't say much.

If we look at the 1st party libraries, there's a reason Nintendo has 90% family-friendly output, whereas Sony and MS are targeting adults with 90% of their output.

How is this even up for debate?
I wasn't debating, just explaining why it'll sell like crazy. They have the family segment but also enthusiasts and nostalgics. And they can sell more than one device per family too.
 
that's exactly what I am asking.

the reflections have obvious artifacting in them

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why are there, what looks very much like occlusion artifacts in reflections used in a CG prerendered cutscene that uses effects not found during gameplay?

you can see occlusion issues around the reflection of the soldier, the typical "curtain" of occlusion you see with basically any SSR implementation as soon as a character moves in front of a background.
you can see what looks like a fallback cubemap appearing around the guys reflection.
It's hard to say for sure from this shot. But other signs of CGI are more obvious, like the volumetric smoke from explosions with debris flying everywhere, particles being lit up by light sources, the guy stepping on the puddle with splashes going off with a fluid simulation of sorts, the ground texture detail is far beyond what you see in the game with proper displacement similar to quixel megascans
 
It's hard to say for sure from this shot. But other signs of CGI are more obvious, like the volumetric smoke from explosions with debris flying everywhere, particles being lit up by light sources, the guy stepping on the puddle with splashes going off with a fluid simulation of sorts, the ground texture detail is far beyond what you see in the game with proper displacement similar to quixel megascans

Halo 5's curscenes were real time and looked ridiculous at the time. this wouldn't be the first time a developer uses the fact that they can control every single element and camera move during a cutscene to punch above what you see during gameplay.

the fact that the reflections there are very clearly SSR should instantly make you question why that would be in an offline render where the Devs had basically infinite gpu power to do anything... and they chose to use SSR instead of multiple alternatives, even planar reflections for example would fix these reflections... wouldn't even need to be RT.
so what you initially used as proof it's prerendered, is imo the biggest piece of evidence against it being prerendered
 
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It's hard to say for sure from this shot. But other signs of CGI are more obvious, like the volumetric smoke from explosions with debris flying everywhere, particles being lit up by light sources, the guy stepping on the puddle with splashes going off with a fluid simulation of sorts, the ground texture detail is far beyond what you see in the game with proper displacement similar to quixel megascans
It's not gameplay, they can add effects and up the quality in the cutscenes due the control in the resources budget.
 
Metroid Prime has never used CG, why would it be CG now? It would be jarring for switch 1 too.
It's just the opening cinematic, the rest is probably realtime as you can see in the demo. Doing a transition from space to planet surface like that would be hard to do realtime.
 
Plus, haven't actually seen any info about it but I assume it'll have the seamless transfer into mouse aiming they showed in Metroid if you place the joycon on a flat surface.
Yeah, I saw a video where they state it has mouse control. I think it was Beatemups?
 
Halo 5's curscenes were real time and looked ridiculous at the time. this wouldn't be the first time a developer uses the fact that they can control every single element and camera move during a cutscene to punch above what you see during gameplay.

the fact that the reflections there are very clearly SSR should instantly make you question why that would be in an offline render where the Devs had basically infinite gpu power to do anything... and they chose to use SSR instead of multiple alternatives, even planar reflections for example would fix these reflections... wouldn't even need to be RT.
so what you initially used as proof it's prerendered, is imo the biggest piece of evidence against it being prerendered
I think that Retrostudio hired a few Naughty Dog ex employees specialized in that area. Real Time animation and direction. Going to search for that information.
 
Halo 5's curscenes were real time and looked ridiculous at the time. this wouldn't be the first time a developer uses the fact that they can control every single element and camera move during a cutscene to punch above what you see during gameplay.

the fact that the reflections there are very clearly SSR should instantly make you question why that would be in an offline render where the Devs had basically infinite gpu power to do anything... and they chose to use SSR instead of multiple alternatives, even planar reflections for example would fix these reflections... wouldn't even need to be RT.
so what you initially used as proof it's prerendered, is imo the biggest piece of evidence against it being prerendered
If you think switch 2 can render that in realtime while the actual gameplay has very primitive rendering with all these features missing then I don't know what to tell you.
 
If you think switch 2 can render that in realtime while the actual gameplay has very primitive rendering with all these features missing then I don't know what to tell you.
That's the whole point of making a real time cutscene…. There's a tons of examples.
 
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I wasn't debating, just explaining why it'll sell like crazy. They have the family segment but also enthusiasts and nostalgics. And they can sell more than one device per family too.
This is going to sell like crazy on the switch 2? I doubt that but I will bookmark this post just to visit it later.
 
If you think switch 2 can render that in realtime while the actual gameplay has very primitive rendering with all these features missing then I don't know what to tell you.

you call it primitive, I call it better, especially SSR should never be used in any game ever. it's disgusting and always looks bad.
so them only using it in a controlled environment and a tiny moment, but not during gameplay makes total sense to me.

and what you call volumetric clouds could literally be hand animated meshes and simple billboards that are well placed and angled.
Rise of the Tomb Raider used prerendered 2D elements in cutscenes that were overlayed on top of the real time rendered scenery to enhance the look of the realtime cutscenes.



the amount of stuff you can do whenever the player has no control over the camera is endless.

but I ask again. why would they do all this super high end CGI stuff that you think is impossible to do real-time, but then use shitty Screen Space Reflections instead of literally anything else?
no RT, no planar reflections... hell, they could've mirrored the geometry and animate the scene upside down... or have a convincing cubemap and mirror the soldier's model below the ground (fucking Mario Galaxy and Mario Sunshine do this during gameplay, that's how simple of an effect this is, and it would look better than the SSR used here)
 
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This is going to sell like crazy on the switch 2? I doubt that but I will bookmark this post just to visit it later.
The game is coming on the Switch 2 launch day, don't be surprised if the game do some crazy numbers.

you call it primitive, I call it better, especially SSR should never be used in any game ever. it's disgusting and always looks bad.
so them only using it in a controlled environment and a tiny moment, but not during gameplay makes total sense to me.

and what you call volumetric clouds could literally be hand animated meshes and simple billboards that are well placed and angled.
Rise of the Tomb Raider used prerendered 2D elements in cutscenes that were overlayed on top of the real time rendered scenery to enhance the look of the realtime cutscenes.

the amount of stuff you can do whenever the player has no control over the camera is endless.

but I ask again. why would they do all this super high end CGI stuff that you think is impossible to do real-time, but then use shitty Screen Space Reflections instead of literally anything else?
no RT, no planar reflections... hell, they could've mirrored the geometry and animate the scene upside down... or have a convincing cubemap and mirror the soldier's model below the ground (fucking Mario Galaxy and Mario Sunshine do this during gameplay, that's how simple of an effect this is, and it would look better than the SSR used here)
100% this.
 
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The game is coming on the Switch 2 launch day, don't be surprised if the game do some crazy numbers.
As I stated before, I highly doubt it, especially from the performance we see but the fact that people aren't buying a 500+ system for a 5 year old game.
 
you call it primitive, I call it better, especially SSR should never be used in any game ever. it's disgusting and always looks bad.
so them only using it in a controlled environment and a tiny moment, but not during gameplay makes total sense to me.

and what you call volumetric clouds could literally be hand animated meshes and simple billboards that are well placed and angled.
Rise of the Tomb Raider used prerendered 2D elements in cutscenes that were overlayed on top of the real time rendered scenery to enhance the look of the realtime cutscenes.

the amount of stuff you can do whenever the player has no control over the camera is endless.

but I ask again. why would they do all this super high end CGI stuff that you think is impossible to do real-time, but then use shitty Screen Space Reflections instead of literally anything else?
no RT, no planar reflections... hell, they could've mirrored the geometry and animate the scene upside down... or have a convincing cubemap and mirror the soldier's model below the ground (fucking Mario Galaxy and Mario Sunshine do this during gameplay, that's how simple of an effect this is, and it would look better than the SSR used here)
Alright, let's just wait for DF's opinion if you don't believe me.
 
As I stated before, I highly doubt it, especially from the performance we see but the fact that people aren't buying a 500+ system for a 5 year old game.
Forget about the performance, that's irrelevant in the real word, when people buy a new Nintendo console they grab a first party Nintendo game and whatever other game available, i remember that 1 2 Switch sold like a million in a week and the Bomberman did some crazy numbers too. Cyberpunk is a well known game, don't be surprised if CDPR announces two million in the first month.
 
Offscreen footage
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Its impressive that this is running on 7 weeks of effort, but its also good that they have some more time. The first gif shows framedrops when the explosion sets in.

Ill wonder how the city scenes hold up.
 
It's always so exciting see how much developers can do with new and exciting (underpowered) hardware. This to me, is almost the best part of my gaming hobby (next to actually playing).

Never played Witcher 3 but because I was so interested in the port I was like, ahh why not. Completed the game and most side quests on Switch back in the day and will probably do the same with Cyberpunk again. With VRR this could be a showcase title.

Hopefully W3 gets a 40fps patch as well with some upgraded visuals. Game sold better on Switch than on Xbox.

CDPR seems to be happy with working with Nintendo and that's only a good thing.
 
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I wasn't debating, just explaining why it'll sell like crazy. They have the family segment but also enthusiasts and nostalgics. And they can sell more than one device per family too.
Yes, that's a given. Everybody knows. It's because it's a different demographic from the other consoles.
 
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the game has a dynamic resolution and unstable performance. so labeling it running on the Pro is IMO an important distinction.

to quote VG Tech:
PS5 in Performance Mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being approximately 2062x1160. Pixel counts at 3840x2160 seem to be very rare on PS5 in Performance Mode.

so playing it on PS5 Pro will inevitably result in this highly dynamic resolution to run higher than on base PS5
in essence, the PS5 Pro version is already built into the base version in a sense, given how extreme the resolution fluctuations can be, all the way from native 2160p down to 1160p
You know that's an extremely facetous explanation. Labeling it as PS5 Pro insinuates that it is an ehanced version using the systems additional features/power...that is not what is happening unless you also think boost mode is comparable to official support.
 
You know that's an extremely facetous explanation. Labeling it as PS5 Pro insinuates that it is an ehanced version using the systems additional features/power...that is not what is happening unless you also think boost mode is comparable to official support.

well, what do you think a Pro version would look like? not much different than running this mode on the Pro I bet.

we know that unpatched games can see a performance increase of up to 35%, which is a significant difference, and significant enough to make a difference visually in a game with a wide dynamic resolution range like Cyberpunk.
 
well, what do you think a Pro version would look like? not much different than running this mode on the Pro I bet.

we know that unpatched games can see a performance increase of up to 35%, which is a significant difference, and significant enough to make a difference visually in a game with a wide dynamic resolution range like Cyberpunk.
With a proper Pro mode RTGI would be on the table, or at least RT reflections.
 
With a proper Pro mode RTGI would be on the table, or at least RT reflections.

absolutely not in perofmance mode, which is the one it is being compared to in the video.

the game is already CPU bound even on the Pro in some scenes. so adding RT to that would destroy performance
 
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absolutely not in perofmance mode, which is the one it is being compared to in the video.

the game is already CPU bound even on the Pro in some scenes. so adding RT to that would destroy perofmance
Yeah, performance mode no, at 30 fps with pssr probably possible, but they abandoned it so we'll never know
 
absolutely not in perofmance mode, which is the one it is being compared to in the video.

the game is already CPU bound even on the Pro in some scenes. so adding RT to that would destroy perofmance

There was an earlier clip which showed some artifacting, which is a tell tale sign that DLSS is being implemented.

There's no reason why the game can't have some RT in. Certainly would expect global illumination but reflections shouldn't be too much of a performance hit with the right scaling offset.
 
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Yeah, performance mode no, at 30 fps with pssr probably possible, but they abandoned it so we'll never know

yeah but what I'm saying is that the perofmance mode on Pro would probably look identical to what we see in that video. it's already targeting 4k, but on base PS5 basically never came close to it
 
When I got 100% on Witcher 3 on Steam last year I said that would be the last time I play it for a long while. An updated Switch 2 port would pull me back in though. The Switch port is a miracle but it gave up too much for me to consider playing it.
 
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