Buggy Loop
Member
Patch 2.1 adds ReSTIR GI !
Cyberpunk 2077 has been Nvidia's lab for tech since launch, I hope that collaboration continues with the likes of Witcher 4 and Cyberpunk 2.
DF analysis video coming up for sure.
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Now, we're introducing Reservoir-based Spatiotemporal Importance Resampling Global Illumination (ReSTIR GI) with the launch of Update 2.1 and the Cyberpunk 2077: Ultimate Edition. ReSTIR GI is an advanced sampling technique for indirect lighting available in the NVIDIA RTXDI SDK, which further improves the quality of fully ray traced lighting in Cyberpunk 2077.
Before the release of Update 2.1, some scenes were darker than intended due to the loss of lighting energy during denoising. Using ReSTIR GI, local lighting is appropriately bright, and light now travels further, illuminating a scene further into the distance and increasing the brightness of previously illuminated detail.
In Update 2.0, the movement of dynamic characters, the equipping of new weapons and items, or the moving of the camera could cause full ray tracing to visibly update in areas that were previously occluded. With the introduction of ReSTIR GI in Update 2.1, disocclusion noise has been greatly reduced.
With the launch of Cyberpunk 2077: Ultimate Edition and Update 2.1, Ray Reconstruction has been further refined. Now, the fidelity and realism of skin rendering is improved, and the quality of eye reflections enhanced, making character close ups in conversations and cinematic moments even better.
Additionally, Ray Reconstruction will now be usable when activating Ray-Traced Reflections, either as part of a preset, or when configuring custom settings.
Cyberpunk 2077 has been Nvidia's lab for tech since launch, I hope that collaboration continues with the likes of Witcher 4 and Cyberpunk 2.
DF analysis video coming up for sure.
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