Following the release of Cyberpunk 2077: Phantom Liberty and Update 2.0, CD Projekt RED had the ability to more raise the video game's visuals compared to the currently incredible base video game thanks to additions like NVIDIA DLSS 3.5 (Ray Reconstruction).
With the Path Tracing mode still technically in sneak peek and other tech-related subjects worth going over (primarily the guaranteed execution of AMD FSR 3 and the engine switch from RED Engine to Unreal Engine 5), we connected to the Polish studio for a follow-up interview. You can check out the replies by Jakub Knapik, Global Art Director at CD Projekt RED, listed below.
In our previous interview, you pointed out dealing with Opacity Micro-Maps assistance for Cyberpunk 2077. Is that still featuring a future upgrade? What about Displaced Micro-Mesh?
Micro-Mesh is a remarkable innovation that will enable us to get far better geometry fidelity more affordable-- however it requires a brand-new property pipeline in location to seriously make gains with it. Considering the reality that our video game is genuinely huge, and it is currently a fully grown video game with its release clocking practically 3 years, we concentrate on the innovation development appropriately. We attempt to develop quantifiable visual and efficiency gains for the gamers that do not need enormous reworks on the content side, as that would be a substantial time financial investment. That's why Micro-Maps, with extremely little additional deal with the content side, were executed and currently launched with Phantom Liberty. It made a great deal of sense to do that as quickly as possible.
In the previously mentioned Q&A, you stated there was still great deals of space for enhancement on the Path Tracing Technology Preview. Are you still preparing to include brand-new functions or enhancements to the mode?
We are still developing our Path Tracing execution. We concentrated on low-light image stability and general image quality provided with Path Tracing. We carried out a quality booster for indirect estimations that supported the circumstances where there usually was a little luminance energy, and as an outcome, we had a low quantity of light samples, leading to a "boiling" and blurriness result. We likewise dealt with some information of the image discussion targeting character making. Total I believe we handled to bring the service to a really steady and aesthetically fully grown state with the prepared release.
The addition of DLSS 3.5 Ray Reconstruction was all applauded upon release. Some fringe cases of smearing, halos, and posterization were found. Are you dealing with NVIDIA to fix these problems?
As I discussed above, I would state that is precisely the location where we focused mainly on: leveling up the quality of our RT: Overdrive mode. I do feel we have actually made great development there and, ideally, will have the ability to share it quickly.
It has actually been verified that Cyberpunk 2077 will be upgraded to support AMD FidelityFX Super Resolution 3. Can you share any ETA on when FSR 3 will be readily available?
This is a brand-new and really fascinating innovation and I can certainly validate that we are dealing with a complete FSR3 execution-- however it is still a continuous procedure and we feel we require still more time to launch it with the wanted result. I want to prevent providing firm quotes on when it will occur.
Cyberpunk 2077's exceptional visuals and efficiency have actually raised some doubts relating to the revealed engine switch to Epic's Unreal Engine 5. Current UE5 video games have actually revealed the engine's growing discomforts, not to point out that it does not have integrated course tracing. While it is definitely early, can you share some ideas to lighten those worries and verify whether CDPR still prepares to deliver future video games with innovative functions even after the switch to a third-party engine?
I believe among the essential forces that form our development at CD PROJEKT RED is aspiration; an enthusiasm to make things our extremely own method and develop video games for gamers with much better storytelling and visual quality with every release. At the very same time, we showed in the past that we likewise press the innovation to its limitations to accomplish our objectives. Our groups got an incredible viewpoint and understanding of resolving technical issues that lots of would think about as safe to prevent resolving, and I believe transferring to Unreal Engine alters absolutely nothing because regard.
We likewise attempt to construct really close and strong relationships with our partners, which method has actually enabled us to provide numerous remarkable things in the past-- with our current Path Tracing execution being a really fresh example of this technique. Once again, absolutely nothing modifications because regard, either. For sure, Unreal is a various engine with a various balance in regards to how it's developed compared to REDengine, and we will certainly put in a great deal of effort and share a great deal of enthusiasm with our partners in order to harness Unreal Engine's biggest strengths and broaden its abilities so we can produce the video games we want to produce our gamers. What's more, we once again intend to press technical borders while doing so; we have actually not made our aspirations any smaller sized in the tiniest when it pertains to that.
Thank you for your time.