Cyberpunk 2077 uses REDengine 4, which was developed for open worlds with high visual complexity. It supports advanced technologies such as ray tracing and pathtracing, which simulates physically correct lighting effects and global illumination, but has immense hardware requirements. To optimize performance, the engine integrates upscaling technologies such as DLSS that reduce and upscale the render resolution, enabling smooth frame rates with impressive image quality. Other features such as physics-based rendering, dynamic weather and day/night cycles and advanced AI for realistic NPC interactions contribute to the technical excellence of the game. Tests on Cyberpunk 2077 included native UHD and WQHD resolutions as well as DLSS 3 and DLSS 4 with multi-frame generation to analyze the performance of the RTX Blackwell architecture with ray tracing and patch tracing.
Native vs. DLSS 3 with frame generation and DLSS 4 with multi-frame generation
In native Ultra HD resolution (3840 x 2160 pixels), the GPU is heavily loaded, especially when ray tracing or patch tracing is activated, which often leads to low frame rates. DLSS 3 provided significant improvements here through AI-supported upscaling and frame generation, noticeably increased the frame rate and offered smooth displays. However, there were occasionally slight deviations in quality in scenes with fast movements or complex details. With DLSS 4, this technology has been further optimized. The multi-frame generation (MFG) generates up to three additional frames per regularly rendered image and uses fifth-generation tensor cores and optimized transformer models for this purpose. In addition to reducing latency and memory requirements, DLSS 4 improves frame pacing and integrates ray reconstruction to restore details in ray-traced scenes. This results in a picture quality that in many cases even surpasses native UHD display.
QHD 2560 x 1440 pixels
Due to the large amount of data for better clarity, I have listed the Ada and Backwell maps separately this time, but the axis scaling is the same in each case:
Ultra-HD 3840 x 2160 pixels
Individual metrics for WQHD and Ultra-HD
Individual metrics such as percentile frame time, variances, latencies, power consumption and efficiency are essential for evaluating graphics cards in demanding scenarios such as Cyberpunk 2077 with ray tracing. The percentile frame time indicates disruptive drops in performance, while consistent frame times indicate smooth gameplay. Variances show fluctuations that can lead to micro-stutters, even at high frame rates. Latencies affect reactivity and are optimized by technologies such as DLSS frame and multi-frame generation to ensure a direct gaming experience.
Power consumption increases significantly with active ray tracing and native resolution, but can be made more efficient with DLSS 3 and 4 thanks to reduced GPU load. The efficiency, measured in watts per frame, shows how well a card converts performance in relation to energy consumption. NVIDIA cards such as the RTX 5070 Ti impress here thanks to optimized hardware and AI-based rendering technologies. These metrics offer a more precise performance picture and supplement pure average values with a detailed analysis of stability and efficiency.
Differences between the rendering methods
The comparison of the frame time curve and the power consumption over the course of the benchmark provides an in-depth analysis of the performance under different rendering methods. With native resolution, the frame time curve often shows greater fluctuations and higher power consumption, as the GPU carries the entire rendering load. With frame generation (FG), the GPU load is reduced as additional frames are generated without having to render all pixels traditionally, resulting in a smoother frame time curve. Nevertheless, load peaks can occur, for example during sudden scene changes or complex ray tracing.
Multi-frame generation (MFG) with DLSS 4 generates several frames from one rendered image, which further smoothes the frame-time curve and keeps power consumption more constant. This not only reduces load peaks, but also optimizes efficiency, as fewer computing cycles are required for comparable or better image quality. The parallel plot of the curves illustrates how DLSS technologies smooth GPU load, minimize load spikes and enable more consistent power consumption. This is particularly important for energy-efficient systems or thermally constrained scenarios.
This type of analysis not only enables an objective evaluation of performance, but also provides valuable insights for the optimization of hardware and software in real game scenarios.
Interim conclusion
The RTX 5070 Ti showed solid but limited frame rates in native resolution in tests with ray tracing enabled. DLSS 3 was able to significantly increase performance through frame generation, but did not achieve the stability and image quality that is possible with DLSS 4. Thanks to multi-frame generation (MFG), DLSS 4 offers the highest frame rate and most consistent image quality, especially in combination with pathtracing, which benefits from the advanced ray tracing capabilities of the RTX Blackwell GPUs. The results highlight the importance of AI technologies for demanding graphical scenarios such as Cyberpunk 2077.
For a deeper analysis, Fritz Hunter’s Follow-Up provides detailed comparisons of graphics modes, including DLSS and pathtracing, as well as precise examinations of frametimes, framepacing and latencies. This is especially valuable for enthusiasts looking for both maximum image quality and optimized performance.
- 1 - Introduction and details of the Blackwell GB203-300-A1 GPU
- 2 - Test system and equipment
- 3 - Teardown: PCB, components and cooler
- 4 - Material analysis and heat conducting materials
- 5 - Gaming: Full-HD 1920x1080 Pixels (Rasterization Only)
- 6 - Gaming: WQHD 2560x1440 Pixels (Rasterization Only)
- 7 - Gaming: Ultra-HD 3840x2160 Pixels (Rasterization Only)
- 8 - Gaming: WQHD 2560x1440 Pixels, Supersampling, RT & FG
- 9 - Gaming: Ultra-HD 3840x2160 Pixels, Supersampling, RT & FG
- 10 - DLSS4 and MFG: Cyberpunk 2077 in detail
- 11 - DLSS4 and MFG: Alan Wake 2 in detail
- 12 - PCIe 5 problems, power consumption in practice
- 13 - Load peaks native vs. DLSS4, PSU recommendation
- 14 - Cooler, temperatures, thermography, noise
- 15 - Summary and conclusion















































































































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