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Or is it just one of Phil's balls in my throat?
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Patch also reduces input latency for PS5|SX in the RT mode:
Cyberpunk 2077 Patch 1.6: the Xbox Series S 60fps upgrade tested
Digital Foundry tests the Xbox Series S 60fps mode on Cyberpunk 2077 - and analyses lag improvements with the PS5/Series X RT mode.
www.eurogamer.net
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In terms of pixel metrics, we're looking at a range of 1080p at peak, going down to 800p lowest, most obvious in the areas where the game can't stick to its 60fps target. As ever, CDPR's engine also uses a form of TAA and reconstruction to produce a final 1080p resolve.
Overall, first impressions are strong. Image quality takes a hit, but we're locked to 60fps in most cases and in our stress test scenarios, the game still acquits itself reasonably well - with any performance drops well within the VRR window.
The second big change for the Series S performance mode is its lowered NPC counts, with the density of crowds significantly dialled back. The same things happens on PS5 and Series X, with this change lowering the burden on both CPU and GPU.
Patch also reduces input latency for PS5|SX in the RT mode:
The other key area of testing for this patch is in improvements to input lag in the Series X/PS5 ray tracing mode. I used a 240fps camera to record myself taking 50 shots with a handgun, measuring the time taken from button press to muzzle flash when firing the weapon. On patch 1.6, Series X has an average latency of 136ms. That's still on the high side, honestly, but definitely an improvement over patch 1.5's remarkably high 163ms.
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