[0:02] Cyberpunk 2077 First Light, it's one of [0:04] the biggest gaming highlights of the [0:06] year from my perspective. Now, we've [0:08] talked in depth about the game's new [0:10] technology and the mostly successful [0:12] console versions. We've also shared [0:14] initial thoughts on the PC build in DF [0:16] Direct, but there's more to discuss [0:19] here. There have been developments. One [0:21] of the reasons this review was delayed [0:23] was that a crucial feature of the game, [0:25] DLSS upscaling, was essentially broken. [0:28] With the latest patch, 1.05, [0:31] that is now addressed, making First [0:34] Light that much more accessible to those [0:37] with lower-end systems using lower-end [0:40] RTX graphics cards. And beyond that, IO [0:43] Interactive, well, they were generous [0:45] enough to share their console equivalent [0:47] settings with us. But the question [0:49] remains, how much further does the game [0:51] scale, both downwards and upwards? And [0:54] beyond console quality, are we looking [0:56] at diminishing returns? And have our [0:58] thoughts on the PC version changed much [1:01] at all since the direct beyond the [1:03] upscaling issues? But before we go any [1:05] further, a big thanks to Alienware for [1:07] sponsoring our PC performance reviews. [1:10] >> [music] [1:10] >> And with all of our high-end testing, [1:12] we'll be using the firm's newly revised [1:14] Alienware Area-51. [1:17] Yes, the flagship gaming PC has received [1:19] a full refresh with a refined focus on [1:22] high-quality design paired with high-end [1:24] cooling, taking care of the best gaming [1:27] silicon on the market. In addition to [1:29] supporting high-end RTX 5000 GPUs up to [1:32] the RTX 5090, the new Area-51 also [1:35] supports AMD's top-of-the-line Ryzen [1:38] 9000 processors, from the brilliant [1:40] Ryzen 7 9800X3D [1:43] through to the latest Ryzen 9 9950X3D [1:46] II. In our tests, Ryzen 9000 X3D [1:50] processors offer up by far the best CPU [1:53] gaming performance available, a key [1:55] recommendation for a high-spec gaming [1:57] PC. [1:58] Keeping thermals in check is the new [2:00] gasket architecture using a combination [2:03] of 180 and 140 mm fans to create [2:06] positive pressure, moving 25% more air [2:09] while being 45% quieter than prior [2:12] Area-51 generations. There's a 1500 W [2:15] platinum power supply and more than [2:18] enough thermal headroom to handle the [2:19] extreme demands of the RTX 5090, which [2:23] pulls 600 W just by itself. Put simply, [2:26] the new Area-51 is built for the [2:28] absolute limit of modern PC gaming, the [2:30] perfect hardware for testing the [2:32] high-end PC experience in our [2:34] performance reviews. Check out the link [2:36] in the video description below to find [2:38] out more. [2:39] But of course, that kind of hardware is [2:41] offering gigantic levels of CPU and GPU [2:44] power. And so in addition to testing [2:47] with that kit, we're keeping things [2:48] grounded as well by looking at more [2:50] modest components. So, let's kick off by [2:53] looking at the first boot experience on [2:56] a Ryzen 5 5600 test system, shader [2:59] compilation took around 3 minutes to [3:01] complete. Thankfully, gameplay [3:03] afterwards was largely hitch-free with [3:05] no obvious PSO related stutter [3:07] encountered during normal play. Now, as [3:10] I mentioned in the intro, the good news [3:12] is that DLSS is basically fixed now with [3:15] the most recent update. To quickly [3:17] recap, DLSS was delivering substantially [3:19] less performance than expected relative [3:21] to its internal rendering resolution, [3:24] resulting in surprisingly small gains [3:26] across the board. Now, according to the [3:28] release notes, the update fixes an issue [3:30] where the game could launch with [3:32] quote-unquote incorrect upscaling [3:34] settings impacting performance. Whatever [3:36] the underlying cause, our updated [3:38] testing shows DLSS performing much more [3:40] as expected, uh delivering the kind of [3:42] scaling we'd normally expect from the [3:44] technology. [3:45] Some limitations remain, however. The [3:47] game still lacks support for FSR 4 and [3:50] XeSS, while the dynamic resolution [3:53] scaling system used by the console [3:55] renditions is also absent on the PC [3:58] version. Frame generation support is [4:00] similarly limited, with only DLSS frame [4:03] generation and multi-frame generation [4:05] available. AMD and Intel users are left [4:08] without equivalent FSR or XeSS frame [4:11] generation options, which isn't great. [4:15] We did uncover one curious result during [4:17] CPU-limited testing, however. At 1080p [4:20] and CPU-bound scenarios, FSR 3 [4:23] consistently underperformed. In other [4:25] words, FSR 3 seems to be carrying some [4:28] kind of measurable CPU overhead once GPU [4:31] limitations are removed. And this one's [4:33] a bit of a mystery, bearing in mind that [4:36] FSR 3 doesn't have much, if any, CPU [4:39] overhead in our experience. It's an [4:41] entirely GPU-focused task. And as for [4:45] CPU performance itself, First Light can [4:48] become quite demanding in scenes with [4:50] large numbers of NPCs. Areas such as [4:53] this hotel level are enough to push [4:54] frame rates below 60 FPS on the Ryzen 5 [4:58] 5600, while chase sequences that heavily [5:01] test the game's streaming systems can [5:04] also make it difficult to sustain a [5:06] consistent 60 FPS. Uh by comparison, the [5:09] Ryzen 9 7950X3D delivers more than [5:13] double the performance of the 5600 under [5:15] the same CPU-limited conditions. That [5:17] gives you some idea of the kind of [5:19] contrast between mid-range and high-end [5:21] processor performance in this game. Um [5:23] but beyond that, you're looking at frame [5:25] generation to push yourself further into [5:27] high refresh rate display territory. [5:31] Now, with that out of the way, let's [5:32] take a look at what the higher PC [5:33] settings actually bring to the table. [5:35] Going to start with a volumetric effects [5:37] quality, which governs the quality of IO [5:40] Interactive's new Smolder volumetric [5:42] system, one of the key rendering [5:44] upgrades discussed in our recent [5:46] developer interview. It's also one of [5:48] the most visually prominent additions to [5:51] Glacier's rendering technology while [5:53] simultaneously being one of the game's [5:54] most demanding rendering features across [5:56] the board. When this feature is prolific [5:59] on screen, frame rates can tumble. [6:01] What's surprising, however, is just how [6:03] little changes visually as we move down [6:06] at the preset ladder. Ultra does produce [6:09] a slightly cleaner result while lower [6:11] settings introduce a somewhat grainier [6:13] appearance, but the underlying behavior [6:15] effect remains largely unchanged. Smoke [6:18] density persistence lighting [6:20] interaction, and shadowing all remain [6:22] intact across the range of presets, [6:25] making the differences surprisingly [6:26] difficult to spot during normal [6:28] gameplay. Performance, however, tells a [6:31] different story with high improving [6:33] frame rate by around 16 percentage [6:35] points over Ultra. Medium and low [6:37] provide only modest additional gains [6:39] beyond that, making Ultra difficult to [6:41] justify given the relatively minor [6:44] visual differences. Volumetric fog [6:46] quality controls the fidelity of the [6:48] game's atmospheric fog and volumetric [6:51] lighting effects, and it's an effect [6:53] used extensively throughout First Light. [6:56] Visual differences between Ultra and [6:58] high are generally difficult to spot [7:00] during normal gameplay while medium and [7:02] low introduce a slightly coarser [7:04] appearance to the effect. Despite its [7:06] heavy use throughout the game, [7:08] performance scaling remains fairly [7:10] reasonable with medium improving frame [7:12] rate by around 10 percentage points over [7:14] Ultra test scene while low extends that [7:17] lead slightly further. Unlike volumetric [7:20] effects quality, however, the visual [7:22] reductions here are more proportionate [7:24] to the performance savings on offer. [7:26] Next up is texture quality, and this [7:28] scales consistently across the range [7:30] with each step down reducing texture [7:32] detail on surfaces and environmental [7:34] assets. Moving from Ultra down to medium [7:37] results in fairly subtle reductions to [7:39] texture quality, though Ultra does [7:41] provide the sharpest presentation. Low, [7:44] however, is a much more obvious [7:45] downgrade with noticeably blurrier [7:48] textures and some signage becoming [7:50] illegible. 8 GB cards may be better [7:52] served by medium at 1440p [7:55] as it retains most of the visual quality [7:57] while reducing memory usage. If you [8:00] prefer to play at 4K, however, further [8:02] reductions may be necessary to keep VRAM [8:04] usage in check. Moving on, let's look at [8:07] level of detail which controls the draw [8:09] distance of distant objects and foliage. [8:12] Visually higher on ultra noticeably [8:14] reduce pop-in compared to the console [8:16] equivalent medium preset by keeping the [8:19] higher detailed geometry visible much [8:21] further from the camera. This setting [8:23] has very little impact when GPU limited [8:26] with only around 1 to 2 percentage [8:28] points separating ultra from low. [8:30] However, at 1080p where the game becomes [8:33] more CPU limited, uh the gap grows to [8:35] around 6 to 7 percentage points on a [8:38] Ryzen 5 5600 making this primarily a CPU [8:42] scaling related setting. [8:44] The focus now shifts to shadow quality [8:47] and this one scales pretty much as you'd [8:49] expect. Higher settings produce sharper, [8:51] more clearly defined shadows while each [8:53] step down results in progressively [8:55] softer shadowing. In the scene we tested [8:57] performance differences were fairly [8:59] minor overall with only the low setting [9:01] delivering a measurable gain of around 5 [9:03] percentage points over medium. [9:06] Much of that performance uplift comes [9:07] from the removal of self-shadowing on [9:09] vehicles and foliage as well as a [9:11] general reduction in shadow detail. [9:14] Global illumination next which controls [9:16] the quality of the game's screen space [9:18] GI elements and radiance probes. Ultra [9:20] and high look largely identical [9:22] maintaining indirect light bounce and [9:24] scene depth while medium and low [9:25] noticeably reduce bounce lighting [9:27] particularly in the distance alongside [9:30] some of the subtle shadowing that helps [9:31] ground objects within the scene with [9:34] only a single percentage point [9:35] separating the highest and lowest [9:37] settings in our testing, the visual [9:39] reductions on medium and low are [9:41] difficult to justify. Reflection quality [9:43] primarily affects the quality of the [9:45] game's planar reflections. While these [9:47] are used exclusively on mirrors, mirrors [9:50] themselves appear frequently throughout [9:52] First Light, making this a more relevant [9:54] setting than it might initially seem. [9:57] Ultra and high produce near identical [9:59] results, while medium noticeably reduces [10:01] reflection clarity, resulting in a [10:04] softer and lower resolution appearance. [10:06] Low removes planar reflections [10:08] altogether, leaving mirrors to rely [10:10] solely on cube map reflections. [10:12] Performance costs are largely tied to [10:14] these planar reflections, with medium [10:16] improving frame rate by around 10 [10:17] percentage points over ultra in our [10:19] mirror test, while low extends that lead [10:22] further. [10:23] Screen space reflections tell a [10:25] different story. Here, visual [10:27] differences are limited to slightly [10:28] reduced reflection coverage at lower [10:30] settings, while performance remains [10:32] effectively unchanged. As a result, the [10:35] primary trade-off of this setting is [10:37] really centered around the quality and [10:39] cost of planar reflections. [10:41] Taken as a whole, the console equivalent [10:43] settings provided by IO Interactive also [10:46] happen to align closely with what we'd [10:48] consider our optimized settings. For [10:50] most users, this is where we'd start, as [10:52] they deliver a visual experience that [10:54] remains remarkably close to maximum [10:57] settings while avoiding much of the [10:59] associated performance cost. But, what [11:02] happens if we simply max out everything [11:04] then? [11:04] >> [music] [11:05] >> Using the console equivalent settings as [11:06] our baseline, moving every option to its [11:08] highest setting reduced performance by [11:10] around 18% in our testing. So, the [11:13] improvements are certainly there if you [11:15] go looking for them, but they're spread [11:16] across the numerous smaller refinements [11:19] rather than any single transformative [11:21] upgrade. And that perhaps explains why [11:23] the absence of the promised path tracing [11:25] updates is felt so strongly. [11:27] >> [music] [11:27] >> The current ultra settings improve the [11:29] visuals in a number of ways, but they [11:31] don't fundamentally alter the visual [11:33] experience in the same way a more [11:34] advanced rendering feature potentially [11:37] could. Now, path tracing, it's coming. [11:39] So, let's just say that we're very much [11:40] looking forward to seeing how the game [11:42] evolves once that update arrives. At the [11:45] same time, it's good to see IO [11:46] Interactive responding to feedback. The [11:49] latest update does appear to have [11:51] resolved the DLSS scaling issues we [11:53] previously highlighted with our updated [11:56] testing showing performance behavior [11:58] much more in line with expectations. But [12:01] that said, there are still areas where [12:02] we'd like to see improvement. IO [12:04] Interactive told us that the use of the [12:06] static FSR 3.1.5 library for PC is down [12:11] to commonality with the console versions [12:13] of the game. Essentially, it streamlines [12:16] development for them. But my view at [12:18] this point is that if a new game [12:20] supports DLSS, the dynamic library FSR [12:23] framework should be in there, too. And [12:25] there needs to be support for Intel's [12:27] upscaling technology, as well. FSR 4 and [12:31] XeSS are both absent right now, while [12:34] frame generation support is currently [12:36] limited just to Nvidia hardware. IO's [12:38] prior work on Hitman was exemplary in [12:41] this regard. All technologies embraced [12:44] and supported, and I kind of want to see [12:45] that here, too. [12:47] So, I think we got a pretty decent PC [12:49] port here for 007 First Light, but there [12:51] are areas where we'd like to see the [12:53] feature set expanded. The lack of [12:55] broader upscaling support is one, while [12:58] path tracing remains the obvious missing [13:00] component for higher-end hardware. We'll [13:03] be reporting back on the path tracing [13:05] side of things soon, but for now, if you [13:07] found the content interesting or useful, [13:09] please do like, subscribe, share, and [13:11] ring bells and such for instant [13:13] notifications. DF Supporter Program, [13:15] >> [music] [13:16] >> uh patreon.com/digitalfoundry. [13:18] Do check that out to support the team [13:19] and our mission. Get early access to [13:22] content, closer access to the team, [13:24] ad-free video downloads, ad-free [13:26] website. Tons of good stuff there. But [13:28] that's all for me for now. Thanks for [13:30] watching and supporting Digital Foundry.