CD Projekt Red gives Cyberpunk 2077 a whole range of setting options to optimize the look and frame rate. We'll tell you which ones they are.
Cyberpunk 2077 is arguably the most anticipated game of the year in many ways. As the heir to the successful Witcher series, it should be one of the best role-playing games ever. And visually it should also raise the bar significantly.
The system requirements for Cyberpunk 2077 in Full-HD has already announced CD Projekt Red to higher resolutions and the requirements for Raytracing there is as yet no information.
In order to keep the balance between frame rate and graphics quality on your graphics card, Cyberpunk 2077 generally offers some graphics options.
There are six different presets alone plus a slot for the mandatory user-defined settings. The other setting options:
Simple graphics settings
Here you can adjust the field of view according to your preferences. There are also simple on-off switches for film grain, chromatic aberration, depth of field and lens flares. There are three options for motion blur.
Field of view |
freely selectable |
Angle of view or
image section that you can see. |
Film grain |
On or off |
Adds a coarse grain
to the image that is supposed to create a cinematic impression. |
Chromatic aberration |
On or off |
Image errors that
normally only occur with optical lenses. This creates a cinematic effect
in games. |
Depth of field |
On or off |
Not only close
objects are shown in focus, but also further away. The depth of field
generally refers to the extent of the in-focus area in an image. |
Lens flares |
On or off |
Reflections of a
light source in the lenses. |
Motion blur |
three stages |
Blurring caused by
movement in images, for example. |
Advanced graphics settings
Contact shadow |
On or off |
Improves the
impression of depth. Shadows should be calculated or estimated more
precisely than with other shadow algorithms. |
Improved face
lighting geometry |
On or off |
More precise
lighting or shading of faces. |
Anisotropy |
four levels |
With anisotropic
filtering, the impression of sharpness is obtained from distant textures. |
Local shadow mesh
quality |
three stages |
Degree of detail of
the lattice structure of local shadows. |
Local shadow quality |
four levels |
General quality of
shadows close to the viewer. |
Cascaded Shadows -
Range |
three stages |
Range setting for
cascaded shadows. These should help to reduce perspective aliasing in
shadows close to the viewer. |
Cascaded shadows -
dissolution |
three stages |
Resolution of the
above shadows. |
Distant shadows -
resolution |
two steps |
Quality of distant
shadows. |
Volumetric fog -
resolution |
four levels |
Dissolution of the
vividly (three-dimensional) represented nebula. |
Volumetric cloud
quality |
four levels |
Quality of
three-dimensional represented clouds. |
Maximum dynamic
decals |
four levels |
Representation of
blood splatters or bullet holes, for example, that are only subsequently
(dynamically) applied to textures. |
Quality of the
Screen Space Reflections |
six levels |
Reflections that are
generated by objects within the cone of vision (screen content). |
Volume scatter |
three stages |
Simulation of
reflections from partially translucent bodies. |
Ambient occlusion |
four levels |
Tries to simulate
shading that is as realistic as possible, depending on the illuminance. |
Color precision |
two steps |
Accuracy of the
displayed colors according to the color space. (At the moment this is
only a general definition and the setting in the game may differ.) |
Mirror quality |
three stages |
Quality of
reflections that are not represented by Screen Space Reflections. |
Level of Detail
(LOD) |
three stages |
Determines how high
the level of detail of objects at different distances from the game character
is |
Ray tracing
Ray tracing can also be customized. In addition to the option of completely deactivating the real-time ray calculation, you can switch reflections and shadows on or off separately.
You can choose between four quality levels for the lighting (low, medium, high, psycho).
Ray tracing |
On or off |
Ray tracing is used
to precisely calculate light rays and their interaction with objects in
virtual space. |
Ray tracing
reflections |
On or off |
Correctly calculated
reflections, even from objects that are not within the cone of vision. |
Ray tracing and
shadows |
On or off |
Shadows are
calculated precisely, as is the so-called surrounding obstruction. |
Ray tracing and
lighting |
four levels |
Quality or accuracy
of the diffuse lighting. |
Dynamic resolution
Cyberpunk 2077 also offers support for Nvidia's AI upscaler DLSS (Deep Learning Super Sampling). DLSS can be used with or without ray tracing. You can choose from a total of six modes - the spectrum ranges from ultra quality to ultra performance.
Instead of DLSS, you can also use dynamic resolution scaling, in which the game adapts the resolution to the load and thus ensures stable frame rates.
DLSS |
six levels |
AI-based technology
that supplements missing image information. For this purpose, an AI
algorithm is trained on extremely high-resolution images in order to then
anticipate and re-insert image information that is not displayed at low
resolutions when upscaling. |
Dynamic scaling of
the resolution |
On or off |
Adjusts the
rendering resolution depending on the load in order to keep the frame rate at
a stable level. |
HDR
The setting options for HDR (High Dynamic Range) are also particularly interesting - provided you have a monitor that supports this technology.
HDR ensures visibly better contrasts and differences in brightness, which leads to a significantly better image quality, especially in a game with intensive lighting, such as Cyberpunk 2077. Basically you can choose an HDR mode (for example HDR10) in the video settings, which you can then refine in the HDR menu.
The maximum brightness can be set here, as can the basic brightness for the user interface. You can also determine the center of the curve of the so-called tone mapping (contrast range of an HDR image).
Maximum brightness |
freely selectable |
Defines the maximum
output of the brightness (in nits, candela per m²). |
Paper white |
freely selectable |
Defines the basic
brightness of the user interface (in nits). |
Tone mapping
(middle) |
several stages |
Tone mapping makes
it possible to convert the dynamic range of a 12-bit image, for example, so
that it can be displayed on a 10-bit screen (general explanation). |
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