- Cyberpunk 2077 runs above 120fps at 4K in full path tracing on an RTX 5080
- Efficiency was achieved whereas utilizing DLSS 4 and the present Body Technology
- Multi Body Technology may increase body charges even increased
Nvidia‘s reveal of the RTX 5000 collection lineup has include the anticipated painful price ticket for the flagship RTX 5090 – however with DLSS 4 and Body Technology, its little brother the RTX 5080 appears set to be a powerhouse in demanding video games like Cyberpunk 2077.
Highlighted by Digital Foundry’s Cyberpunk 2077 evaluation on the RTX 5080, CD Projekt Purple’s 2020 mega-hit runs above 120fps at a 4K decision with full path tracing enabled utilizing DLSS 4 and Body Technology. This determine needed to be extrapolated by Digital Foundry, because the footage doesn’t present an precise framerate however slightly the progressive proportion boosts to the bottom framerate with two, three, and 4 generated frames being inserted between every rendered body.
Whereas it is but to be seen whether or not this generational efficiency increase over the RTX 4080 largely stems from the RTX 5080’s uncooked efficiency capabilities or DLSS 4’s new Multi Body Technology function, it is excellent news for each RTX 5000 and 4000 collection house owners with entry to DLSS 4 and Body Technology (regardless of the extra latency, even with the brand new Reflex 2 function for decrease latency) – but it surely may spell bother for the optimization for future PC ports.
DLSS 4 and Body Technology is nice, however I am very involved about optimization for future PC ports
In the beginning, I need to level out that Cyberpunk 2077‘s full path tracing mode is an extremely demanding benchmark for any graphics card (even the likes of the RTX 5080 and 5090), as it’s with different video games resembling Alan Wake 2. Nvidia’s DLSS upscaling methodology and Body Technology are mandatory instruments to take care of increased body charges when making an attempt to run these video games at most graphical settings and excessive resolutions.
The issue right here would not lie particularly with the excessive GPU demand for path tracing, however slightly the reliance on DLSS and Body Technology that some recreation builders at the moment are seemingly accepting – it is no secret that PC ports have been a multitude for an extended whereas now, with upscaling options like DLSS and AMD’s rival FSR standing as a slipshod band-aid for poorly optimized video games.
Acknowledging the foremost benefits that include the brand new Multi Body Technology (which is unique to the RTX 5000 collection), and DLSS 4 coming to all RTX GPU customers, I concern that recreation builders might not have the motivation to optimize video games correctly for PC. Whereas it is easy to assume that AI-generated frames in-game are nice for all situations, caveats like elevated enter latency and ghosting recommend in any other case.
It is abundantly clear that the close to way forward for gaming can be pushed by AI utilizing instruments like AMD’s FSR or Nvidia’s DLSS, so we are able to solely hope that this would possibly not result in builders leaving recreation optimization as a secondary precedence.
In spite of everything, the vast majority of PC players are nonetheless utilizing RTX 3000 or older GPUs that lack entry to any kind of frame-gen tech; in keeping with the latest Steam {Hardware} Survey, solely three of the highest ten hottest GPUs are RTX 4000 fashions, with the GTX 1650 nonetheless sitting within the quantity 4 place – a card that doesn’t even have entry to DLSS upscaling in any respect, not to mention Body Technology. As in-game textures and fashions grow to be extra bloated and devs flip to AI-powered upscaling to assist salve efficiency, players who can’t afford to improve are in peril of being left behind…