Cyberpunk 2077 2.0 DLSS 3.5 Performance Tested Across GeForce RTX 40 Series

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Cyberpunk 2077 2.0 “Ultra” Game Performance

Let’s start with the basics in Cyberpunk 2077 2.0, below we will show performance across all GeForce RTX 40 Series GPUs using the game’s Quick Preset: “Ultra” quality mode. This means Ray Tracing will not be enabled. What we will do is see Ultra performance, and then compare that with turning on DLSS Super Resolution to “Auto”, and then adding Frame Generation on top of that for overall performance from Ultra to DLSS, to DLSS with Frame Generation. We will be using the built-in benchmark for testing performance.

Video Cards included are NVIDIA GeForce RTX 4060 Founders Edition, NVIDIA GeForce RTX 4060 Ti 8GB Founders Edition, NVIDIA GeForce RTX 4070 Founders Edition, ASUS TUF Gaming GeForce RTX 4070 Ti 12GB OC Edition, NVIDIA GeForce RTX 4080 Founders Edition and NVIDIA GeForce RTX 4090 Founders Edition. We will test each one at different resolutions, as is appropriate for the video card, RTX 4060/4060 Ti at 1080p, 4070/4070 Ti at 1440p, and RTX 4080/4090 at 4K.

Cyberpunk 2077 2.0 1080p NVIDIA GeForce RTX 4060

The NVIDIA GeForce RTX 4060 starts off at 80.4FPS at 1080p and is playable. Enabling DLSS Super Resolution to Auto improves performance by 24%. Further, enabling Frame Generation improves performance by another 39%. The total improvement with Frame Generation compared to DLSS Off is 73%. We can reach over 120FPS with DLSS 3 and Frame Generation on this video card at 1080p.

Cyberpunk 2077 2.0 1080p NVIDIA GeForce RTX 4060 Ti 8GB

The NVIDIA GeForce RTX 4060 Ti 8GB runs at 103.1FPS at 1080p and is playable. Enabling DLSS Super Resolution to Auto increases performance by 18%. Enabling DLSS 3 Frame Generation improves performance by another 38%. The total improvement with DLSS 3 compared to no DLSS is 62%.

Cyberpunk 2077 2.0 1440p NVIDIA GeForce RTX 4070

The NVIDIA GeForce RTX 4070 runs at 76FPS at 1440p and is playable. Enabling DLSS Super Resolution to Auto increases performance by 37%. When we enable DLSS 3 Frame Generation performance increases another 40%. The total improvement with DLSS 3 compared to no DLSS is 91%.

Cyberpunk 2077 2.0 1440p NVIDIA GeForce RTX 4070 Ti

The NVIDIA GeForce RTX 4070 Ti runs at 117.8FPS at 1440p and is playable. Enabling DLSS Super Resolution to Auto improves performance by 20%. Enabling DLSS 3 Frame Generation improves performance by another 35%. The total improvement with DLSS 3 compared to no DLSS is 62%.

Cyberpunk 2077 2.0 4K NVIDIA GeForce RTX 4080

The NVIDIA GeForce RTX 4080 runs at 63.8FPS at 4K, and is therefore on the border of being playable. However, enabling DLSS Super Resolution to Auto improves performance by 67% and the game is now playable at over 100FPS. Enabling DLSS 3 Frame Generation further improves performance by 29%. The total improvement with DLSS 3 compared to no DLSS is 115%.

Cyberpunk 2077 2.0 4K NVIDIA GeForce RTX 4090

The NVIDIA GeForce RTX 4090 runs at 87FPS at 4K, and is very playable. Enabling DLSS Super Resolution to Auto improves performance by 52%. Enabling DLSS 3 Frame Generation further improves performance by 33%. The total improvement from DLSS 3 compared to no DLSS is 102%.

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Discussion (12 replies)

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Grimlakin
Grimlakin 👍 1

So I have a question. Why is it you went with DLSS set to Auto? Controlling every other variable other than DLSS by forcing a setting seems like it would make getting good back to back tests with different cards difficult because you're likely not getting a true apples to apples comparison based on run?

Also did you note any trouble having your settings actually stick between tests/cards? I've seen at least one review that noted that was an issue for them.

Otherwise nice write up. :)

Brent_Justice
Brent_Justice 👍 2

Auto does not dynamically change the render target, or quality level while playing the game. Auto selects the quality mode based on the display resolution you are running at, for example, Quality DLSS at 1440p, 1080p, and Performance at 4K. So 1080p and 1440p were at Quality technically, since that's what mode it uses. Therefore all the performance is comparable at the same resolution, the key factor is comparing by resolution when DLSS is on Auto. That is why are graphs are separated like they are, with each card testing its features at the same resolution, per graph. So it is comparable.

Since this was not a GPU vs GPU comparison, this was fine because I'm testing game feature performance, not GPU vs GPU performance. In addition, NVIDIA recommended Auto for testing, to keep everything fair when testing feature sets. We wouldn't have done this if we were cross-comparing video cards.

In addition, Auto is the "default" setting when enabling the Quick Presets, which we used. We like to use default preset options when possible, because it represents what the end-user/gamer will be using, and is a quick way for someone to match up with us and compare results. Auto is the default DLSS setting, so it's a real-world test.

Now, in our GPU reviews that we do, we manually use the Quality setting for every resolution regardless, and we will continue to do so, therefore look to those video card reviews to see what Quality DLSS mode performs like when comparing GPUs. This review wasn't about comparing DLSS quality modes, or GPUs to each other.

Just remember, you CAN use Auto to compare video cards, at the same resolution. You just can't compare them cross-resolutions, if using Auto.

Cyberpunk 2077 is notorious for changing settings or reverting back to enabling FSR or DLSS and settings not sticking. It is a constant pain in the butt me and Rick have to endure it. We just have to triple-check our settings. I've known about it for a long time.

Peter_Brosdahl
Peter_Brosdahl 👍 1

NVIDIA's DLSS magic sauce packets are the answer. I'm glad that NVIDIA has continued to invest in new DLSS technology and it shows. Granted most of us would like a simple approach with a big hammer but at the rate new graphical features are being added to games that 's just not a realistic approach, especially in terms of cost.

Can't wait to try all this on this weekend.

S

Its getting really hard to hate DLSS 3.5
DLSS ray reconstruction seems like the holy grail, better IQ and a little boost on performance. Well done nvidia.

BTW IQ screenshots would be welcome.

Peter_Brosdahl
Peter_Brosdahl 👍 4

Here are a few from the 4090 rig in my signature. I had to compress them a bit to upload but all are in 4K. Brent had to keep all settings uniform in order to have accurate results across all cards but the following screenshots were taken using Advanced settings at max, basic off, and DLSS Quality. Aside from compression artifacts, I will say that screenshots these days are somewhat subjective due to the display they are being seen on. I really cannot accurately explain the "wow" factor of seeing this game in HDR on an LG C2. Turning off HDR to take these screenshots is like giving the game a kind of visual handicap but they do still look nice imho.

Oh just to add, turning all this stuff on and at max, pluc OC settings on the 4090, made the card power hungry! In one of the screenshots you can see the 4090 consuming 489W! On average though, during this canned bench run, which we all know isn't the most demanding, it averages around 458-475W.

S

Makes me consider getting at least a RTX 4070Ti.

Thank god I'm poor and can't afford one. :D ;) :p

S

What's DRS?

Peter_Brosdahl
Peter_Brosdahl 👍 2

"Stoly, post: 76624, member: 1474" wrote:

What's DRS?


Dynamic Resolution Scaling. Something I turn off in any game that has it. Basically, the game will alter the render resolution in order to keep FPS higher. It's not exclusive to NV. Starfield even has it and so do some Halo games. If I'm going to alter anything about a game's render resolution I'll do it via DLSS and use the quality setting.

[URL unfurl="true"]https://halo.fandom.com/wiki/Dynamic_resolution_scaling#:~:text=Dynamic%20resolution%20scaling%20is%20a,which%20aren't%20as%20demanding.[/URL]

"Stoly, post: 76623, member: 1474" wrote:

Makes me consider getting at least a RTX 4070Ti.


They have been dropping in price and we could see some decent deals around BF or the holidays.

S

"Peter_Brosdahl, post: 76629, member: 87" wrote:

Dynamic Resolution Scaling. Something I turn off in any game that has it. Basically, the game will alter the render resolution in order to keep FPS higher. It's not exclusive to NV. Starfield even has it and so do some Halo games. If I'm going to alter anything about a game's render resolution I'll do it via DLSS and use the quality setting.



[URL unfurl="true"]https://halo.fandom.com/wiki/Dynamic_resolution_scaling#:~:text=Dynamic%20resolution%20scaling%20is%20a,which%20aren't%20as%20demanding.[/URL]





They have been dropping in price and we could see some decent deals around BF or the holidays.


We can all thank the RX7800XT for that.

DrezKill
DrezKill 👍 1

"Stoly, post: 76624, member: 1474" wrote:

What's DRS?


"Peter_Brosdahl, post: 76629, member: 87" wrote:

Dynamic Resolution Scaling. Something I turn off in any game that has it. Basically, the game will alter the render resolution in order to keep FPS higher. It's not exclusive to NV. Starfield even has it and so do some Halo games. If I'm going to alter anything about a game's render resolution I'll do it via DLSS and use the quality setting.



[URL unfurl=true]https://halo.fandom.com/wiki/Dynamic_resolution_scaling#:~:text=Dynamic%20resolution%20scaling%20is%20a,which%20aren't%20as%20demanding.[/URL]


It first rose to prominence with the 8th-gen consoles, and then we started seeing it in more and more PC games. A f*ckton of games across all platforms have it now. I never really understood the need for it on PC. Makes sense for consoles. The games that don't do it so well, you can see the resolution change right before your eyes, and it's kinda jarring. It's weird to be playing a game with the resolution always changing. That's what the 8th-gen consoles had to do to keep framerates up though. In scenes where the rendering load was greater and the minimum framerate couldn't be maintained, the resolution would drop in order to maintain the framerate. When the rendering loads lightens, the resolution goes back up. The tech never seemed to work as well on PC as on consoles. Fine by me cuz we don't need it on PC anyways.

Brian_B
Brian_B 👍 1

"DrezKill, post: 76871, member: 230" wrote:

The games that don't do it so well, you can see the resolution change right before your eyes, and it's kinda jarring.


Some games this isn't so bad on... but most yeah, it's not great and I'd rather take the hit in FPS than I would having everything suddenly shift to a blurry mess.

S
Stoly 👍 1

"Brian_B, post: 76889, member: 96" wrote:

Some games this isn't so bad on... but most yeah, it's not great and I'd rather take the hit in FPS than I would having everything suddenly shift to a blurry mess.


I've tried it a few times and it looks like a bad youtube streaming.

Brent Justicehttps://www.thefpsreview.com
Former managing editor of GPUs at HardOCP for 18 years, Brent Justice has been reviewing computer components since the late 90s, educated in the art and method of the computer hardware review, he brings experience, knowledge, and hands-on testing with a gamer-oriented and hardware enthusiast perspective. You can follow him on Twitter - @Brent_Justice You can sub to his YouTube channel - Justice Gaming https://www.youtube.com/c/JusticeGamingChannel You can check out his computer builds on KIT - @BrentJustice https://kit.co/BrentJustice

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