Cyberpunk 2077's new 'Overdrive' ray tracing mode actually kind of looks worse to me
The new visual preset goes live next week, but is it really better?
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
Nvidia has released a new trailer showcasing the capabilities of Cyberpunk 2077's upcoming "Ray Tracing: Overdrive Mode," which it says will make the game even prettier via the addition of path tracing—if you've got the hardware to handle it.
Full ray tracing, as path tracing is also known, "accurately simulates light throughout an entire scene," Nvidia explained in a blog post. "It is used by visual effects artists to create film and TV graphics that are indistinguishable from reality.
"Previous techniques separately addressed ray-traced shadows, reflections and global illumination for a small number of light sources. Full ray tracing models the properties of light from a virtually unlimited number of emissive sources, delivering physically correct shadows, reflections and global illumination on all objects."
Unsurprisingly, path tracing is extremely demanding: Nvidia recommends using an RTX 40-series GPU and DLSS 3 if you want to see the new Overdrive Mode in all its glory. Alternatively, you can try the Overdrive setting through GeForce Now, if your internet connection is up to the task.
Overdrive Mode adds a few new acronyms to Nvidia's already extensive collection: RTXDI (RTX Direct Illumination), which enables thousands of objects in a scene to emit ray-traced light, SER (Shader Execution Render), which "helps GPUs with executing incoherent workloads," and NRD (Real-Time Denoisers), which improve both performance and image quality through unexplained trickery.
But what it really comes down to is, does it look better? On that front, I'm not so sure. I'd be hard-pressed to pick which one looked "better": The halos and bloom in the RTX "on" images are just a little too strong, and of the images demonstrating water reflections, the one with RTX turned off looks more realistic to my eye.
What do you think?
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
RTX On:
RTX Off:
I also have to wonder how much we're going to notice the detail in a reflection or the accuracy of a sconce's light cone when we're being chased through these environments by a dozen heavily-armed Paint Boys looking to do us harm—there is nothing quite so focusing as the sound of bullets whizzing a few inches past your skull—but that's a whole different conversation.
Cyberpunk 2077's Ray Tracing: Overdrive Mode is set to go live on April 11.

Andy has been gaming on PCs from the very beginning, starting as a youngster with text adventures and primitive action games on a cassette-based TRS80. From there he graduated to the glory days of Sierra Online adventures and Microprose sims, ran a local BBS, learned how to build PCs, and developed a longstanding love of RPGs, immersive sims, and shooters. He began writing videogame news in 2007 for The Escapist and somehow managed to avoid getting fired until 2014, when he joined the storied ranks of PC Gamer. He covers all aspects of the industry, from new game announcements and patch notes to legal disputes, Twitch beefs, esports, and Henry Cavill. Lots of Henry Cavill.

