Cyberpunk 2077 Graphics Optimization Guide Performance Benchmarks amp Comparisons











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This is the Complete Cyberpunk 2077 Graphics Optimization Guide, ft. side-by-side graphics quality comparisons, benchmarks, and research on the game's settings, along with tuning advice. • Sponsor: Drop ENTR Mechanical Keyboard (https://dro.ps/gamersnexus-entr-3) • This was a nearly insurmountable amount of work that required the entire team's involvement. Patrick and Andrew worked side-by-side for a week on just running tests and collecting visual comparisons, Keegan spent hours combing through footage and editing it, and Steve worked on the editorial and testing components of the piece. If you'd like to help support this type of content, please consider supporting us on Patreon or grabbing one of our items on the GN store. • The best way to support our work is through our store: https://store.gamersnexus.net/ • Like our content? Please consider becoming our Patron to support us:   / gamersnexus   • Watch our #Cyberpunk 2077 DLSS comparison and benchmarks:    • Cyberpunk 2077 DLSS Quality Compariso...   • Watch our #Cyberpunk2077 CPU benchmark (updated on 1.05) -    • Cyberpunk Ryzen CPU Updates: Cyberpun...   • And our Cyberpunk 2077 GPU benchmarks:    • Cyberpunk 2077 PC GPU Benchmarks: Bes...   • This content will break-down the most intensive graphics settings in Cyberpunk 2077, the biggest FPS gains you can get from tuning settings, and the biggest visual quality changes from those settings. Graphics options we'll be defining are as below. There were a few options that didn't make the final cut for this guide due to length, but we tested every single setting in the game. Items not present were ruled to have little impact to performance or, in some cases, were actually not working yet. LOD settings, for instance, had very little impact on the whole, and the distance at which LOD levels changed was constant across all settings. Sub-surface scatter quality also had almost no difference. We looked at hands, ears, veins, and faces to try and find sub-surface scattering differences, and they were so small that it wasn't worth spending time to include. Facial lighting geometry was one we couldn't find any differences for. CDPR says it's in there and working, but we couldn't find any evidence of that after testing for a few hours. These were omitted for those reasons. The graphics options and settings covered include: • Screen-space reflections (off, low, medium, high, ultra, psycho, RT) • Ray-traced reflections • Local shadow mesh quality • Local shadow quality • RT shadows • Cascaded shadow range resolution • Distant shadow resolution • Contact shadows • Volumetric Cloud Quality • Volumetric Fog Resolution • RTX off vs. on - global illumination, ambient occlusion, lighting, shadows, etc. • Anisotropy and Anisotropic Filtering • Max Dynamic Decals • Crowd Density • etc. • TIMESTAMPS • 00:00 - WAKE THE GPU UP, SAMURAI. WE HAVE A GAME TO BENCHMARK. • 01:49 - Not Possible to Fit Everything (DLSS, GPU, CPU Benchmarks) • 04:12 - Screen-Space Ray-Traced Reflections Comparison • 07:25 - Screen-Space Reflections Benchmarks (Cyberpunk 2077 Graphics Optimization) • 08:29 - Ray-Traced Graphics Options in Cyberpunk 2077 • 09:36 - Ray-Traced Shadow Benchmarks in Cyberpunk • 10:14 - Ray-Traced Lighting Explained Differences • 11:00 - Ray-Traced Lighting (Medium, High, Ultra, Psycho) • 11:41 - Ray-Traced Lighting Benchmarks (Medium, High, Ultra, Psycho, Off) • 12:20 - RT Options Toggles Benchmark Tests • 14:19 - Crowd Density Low vs. High vs. Medium Comparison • 16:16 - Crowd Density GPU Benchmarks • 16:47 - Crowd Density CPU Benchmarks (Ft. AMD R3 3300X) • 17:28 - Volumetric Cloud Quality Comparison • 19:27 - Volumetric Cloud Quality Benchmark Tuning • 20:41 - Volumetric Fog Resolution Comparison • 22:57 - Volumetric Fog Resolution Benchmarks Optimization • 23:54 - Ambient Occlusion Comparison (Off, Low, Medium, High, RT Psycho) • 23:35 - Ambient Occlusion Benchmarks Optimization in Cyberpunk 2077 • 26:34 - Texture Quality Comparison in Cyberpunk 2077 • 27:30 - Not Actual VRAM Utilization, but Allocation • 28:01 - VRAM Allocation Logging with Texture Quality • 29:01 - Shadow Options, Cascaded Shadow Range, Distant Shadows • 29:21 - Local Shadow Mesh Quality Comparison • 29:55 - Local Shadow Quality Comparison (Off, Low, Medium, High) • 30:15 - Cascaded Shadow Range Comparison • 30:52 - Cascaded Shadow Resolution Distant Shadows Resolution • 31:14 - Contact Shadows Comparison • 31:45 - Shadow Benchmarks • 32:17 - Anisotropy Comparison • 33:34 - Anisotropy Benchmark • 34:09 - Max Dynamic Decals • 36:20 - Static Decals Skid Marks Vanishing Too Fast • 36:44 - Conclusion • ** Please like, comment, and subscribe for more! ** • Follow us in these locations for more gaming and hardware updates: • t:   / gamersnexus   • f:   / gamersnexus   • w: http://www.gamersnexus.net/ • Host, Editorial, Testing: Steve Burke • Editorial, Testing: Patrick Lathan • Testing, Video, Graphics Analysis: Andrew Coleman • Video: Keegan Gallick

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