You’re specs are such that you should be able to achieve good results, but the fact is Cyberpunk does not work well with DLSS and TAA - which looks worse still when turned off (a problem that is unavoidable without a great deal of effort from Luke Ross). The parallax ghosting that occurs on objects (making them look like there’s a vapor coming off of them) is the result of DLSS/TAA looking to the previous frame for reference, which is broken by the method of alternate eye rendering in Luke’s mods.
Luke employed a DLSS/TAA fix in his RDR2 mod, which is now unavailable due to take-down, but Luke has stated that it was just too much work to enable the same fixes for Cyberpunk
Using 75hz mode on the HMD makes a HUGE difference for me, because 90 FPS is MUCH harder to achieve than 75 FPS - as it depends on your CPU. (I have a 12th gen intel, overclocked 10%)
I suggest on a 3080 you should aim for 20 PPD on the slider, with DLSS set to whatever you can achieve with the FPS staying at 75 (for me on a 3090 it was requiring Performance or Ultra performance). I also suggest you leave off all ray tracing, it’s pretty, but CPU and GPU taxing (save for on a 4090)
Currently with 4090 on 12th gen; Pimax 8KX
I have all settings to Ultra (except motion blur of course)
Ray tracing OFF (who can afford that, really)
DLSS set to Ultra performance (because CPUs suck for VR)
I get 33PPD at 75FPS on Small FOV
I get 27PPD at 75FPS on Normal FOV
I get 22PPD at 75FPS on Large FOV
I get 27PPD at 90FPS on Small FOV
I get 23PPD at 90FPS on Normal FOV
I get 19PPD at 90FPS on Large FOV
The ghosting on 75FPS is notably worse, but …
Cyberpunk is soon to receive the additional AER2 treatment from Luke Ross, which employs frame interpolation/motion smoothing between the alternated frames. AER2 has been wonderful in the game Grounded, and although it takes a very good amount of tweaking to ensure you maintain a certain FPS (depending on the mode and HMD Hz) - It eliminates the ghosting you will otherwise observe when as a result of the alternate eye rendering (most noticeable when rotating or when objects move quickly on scene).
I have some hope that since the frames are interpolated that it may fix the TAA/DLSS. Previously the reason for the “vapor” blur was because DLSS/TAA were looking to the previous frame for motion - which alternate eye rendering obliterates. Perhaps the DLSS/TAA will look to the interpolated frame in AER2 such that AER2 will resolve that issue as well?? What would you say @LukeRoss
?
Either way, AER2 should be a wonderful boon to the Cyberpunk VR when it is released (there’s also a major update to Cyberpunk 2077 in this quarter)
Much to be excited about. Stay Tuned.