Following the release of Cyberpunk 2077: Phantom Liberty and Update 2.0, CD Projekt RED was able to further elevate the game's visuals compared to the already amazing base game thanks to additions like NVIDIA DLSS 3.5 (Ray Reconstruction).
However, with the Path Tracing mode still technically in preview and other tech-related topics worth discussing (chiefly the promised implementation of AMD FSR 3 and the engine switch from RED Engine to Unreal Engine 5), we reached out to the Polish studio for a follow-up interview. You can read the replies by Jakub Knapik, Global Art Director at CD Projekt RED, below.
In our previous interview, you mentioned working on Opacity Micro-Maps support for Cyberpunk 2077. Is that still coming with a future update? What about Displaced Micro-Mesh?
Micro-Mesh is a fascinating technology that will allow us to get much better geometry fidelity cheaper — but it needs a new asset pipeline in place to seriously make gains with it. Taking into account the fact that our game is truly massive, and it is already a mature game with its release clocking almost three years, we focus on the technology progress accordingly. We try to create measurable visual and performance gains for the players that do not require massive reworks on the content side, as that would be a huge time investment. That’s why Micro-Maps, with very little extra work on the content side, were implemented and already released with Phantom Liberty. It made a lot of sense to do that as soon as possible.
In the aforementioned Q&A, you said there was still lots of room for improvement on the Path Tracing Technology Preview. Are you still planning to add new features or improvements to the mode?
We are still maturing our Path Tracing
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