This is a modified version of General Optimization that greatly lowers rendering distance, how much is being rendered to the game to substantially lower the load on older CPUs' along with other tweaks to give you the best fps. From (1080p) 21.156 FPS avg (16 fps Min, 36 fps Max) to 40.827 FPS avg (30 fps Min, 54 fps Max) on Ultra, 1080p
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Author notes
If you find anything that can be tweaked further, please do so. Highly appreciated
File credits
General Optimization by romelsalwi Config Overhaul for Cyberpunk 2077 by derplayer123 INI settings and EXE parameters list by infogram/stoker25
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Changelogs
Version 15-Experimental-Rele
transparent_notxaa_2.mt material technique streamsToBind set from 31 to 1
ui_default_element.mt material technique streamsToBind set from 31 to 1
ui_default_nine_slice_element.mt material technique streamsToBind set from 31 to 1
ui_default_tile_element.mt material technique streamsToBind set from 31 to 1
ui_effect_box_blur.mt material technique streamsToBind set from 31 to 1
ui_effect_color_correction.mt material technique streamsToBind set from 31 to 1
ui_effect_color_fill.mt material technique streamsToBind set from 31 to 1
ui_effect_glitch.mt material technique streamsToBind set from 31 to 1
ui_effect_inner_glow.mt material technique streamsToBind set from 31 to 1
ui_effect_light_sweep.mt material technique streamsToBind set from 31 to 1
ui_effect_linear_wipe.mt material technique streamsToBind set from 31 to 1
ui_effect_mask.mt material technique streamsToBind set from 31 to 1
ui_effect_point_cloud.mt material technique streamsToBind set from 31 to 1
ui_effect_radial_wipe.mt material technique streamsToBind set from 31 to 1
ui_effect_swipe.mt material technique streamsToBind set from 31 to 1
ui_element_depth_texture.mt material technique streamsToBind set from 31 to 1
shadows_debug.mt material technique[2] streamsToBind set to 1
pbr_simple.mt material technique[4] streamsToBind set to 1
particles_liquid.mt material technique[5] streamsToBind set to 1
particles_generic.remt material technique[5] streamsToBind set to 1
parallax_bink.mt material technique streamsToBind set from 31 to 1
particles_generic_expanded.mt material technique[4] streamsToBind is at default 1, 31, 31, 31 (need to change)
particles_hologram.mt material technique[5] streamsToBind set to 1
radial_blur.mt material technique[4] streamsToBind set to 1
simple_emissive_decals.mt material technique[2] streamsToBind set to 1
simple_refraction.mt material technique streamsToBind set from 31 to 1
blood_metal_base.mt material technique[5] streamsToBind set to 1
lightning_plasma.mt material technique[2] streamsToBind set to 1
bink_simple.mt material technique streamsToBind set from 31 to 1
debug_coloring.mt material technique streamsToBind set from 31 to 1
debugdraw.remt material technique[4] streamsToBind set to 1
debugdraw_bias.mt material technique[4] streamsToBind set to 1
debugdraw_wireframe.mt material technique[4] streamsToBind set to 1
debugdraw_wireframe_bias.mt material technique[4] streamsToBind set to 1
metal_base.remt material technique[8] streamsToBind set to 1**([#2] was not changed from 31 to 1)
metal_base_animated_uv.mt material technique[5] streamsToBind set to 1
metal_base_blendable.mt material technique[8] streamsToBind set to 1
metal_base_fence.mt material technique[3] streamsToBind set to 1
metal_base_garment.mt material technique[3] streamsToBind set to 1
metal_base_packed.mt material technique[3] streamsToBind set to 1
metal_base_proxy.mt material technique[3] streamsToBind set to 1
mirror.remt material technique[2] streamsToBind set to 1
multilayered.mt material technique[7] streamsToBind set to 1
multilayered_debug.mt material technique[2] streamsToBind set to 1
multilayered_baked.mt material technique[3] streamsToBind set to 1
gi_backface_debug.mt material technique streamsToBind set from 31 to 1
editor_mlmask_preview.mt material technique streamsToBind set from 31 to 1
editor_mltemplate_preview.mt material technique[2] streamsToBind set to 1
hit_proxy.mt material technique streamsToBind set from 31 to 1
lod_coloring.mt material technique streamsToBind set from 31 to 1
overdraw.mt material technique streamsToBind set from 31 to 1
overdraw_seethrough.mt material technique streamsToBind set from 31 to 1
selection.mt material technique streamsToBind set from 31 to 1
uv_density.mt material technique streamsToBind set from 31 to 1
wireframe.mt material technique streamsToBind set from 31 to 1
decal_emissive_color.mt material technique[7] streamsToBind set to 1**([#7] was not changed from 31 to 1)
decal.remt material technique[7] streamsToBind set to 1
decal_normal_roughness_metalness.mt material technique[7] streamsToBind set to 1
decal_roughness.mt material technique[7] streamsToBind set to 1
loot_drop_highlight.mt material technique streamsToBind set from 31 to 1
pbr_layer.remt material technique[7] streamsToBind set to 1
transparent_liquid.mt material technique[10] streamsToBind set to 1
PS: Quick fix might come soon(ish); let me know any feedback
Version 11
Main changes
Vehicle PhysX Time Step from 0.0111 to 0.0159
PhysXTimeCompensationFactor from 0.8 to 0.95
StreamingTeleportMagSq from 4096 to 512
Distant shadow batch size from 500 to 300
DistantShadowsMaxTrianglesPerBatch from 400000 to 100000
MaxNodesPerFrame from 300 to 800
MaxStreamingDistance 23170.251953 from to 5700
MinStreamingDistance from 1.0 to 4.00000
Volumetric Fog Exponent from 2.0 to 0.9
PersistencyCache MaxEntriesPerPage from 8 to 64, and PoolBudgetKB from 4096 to 2048
NonAirVehicle MaxStreamingRadius from 64 to 170
Rendering Particles MaxNoRenderSimTime from 100 to 50, and MaxOffscreenSimTime from 2 to 0.8
Editor Snapping Socket RenderDistance from 10000 to 3000
EntityVisualController ShadowMeshSwitchDistanceSquared from 16 to 12
Editor Navigation DebugDrawDistance from 150 to 70
If anything, please feel free to ask.
Donations
No donations accepted
The project has been closed. After more than 59 hours of intensive experimenting and benchmarking, a few issues are to be addressed by CDPR that I'm unable to fix:
A lot of Depth Prepass (2.3k) for each object within render range, excluding the rest of other DrawIndexedInstanced (3.4k - 7.2k), each pass takes 0.0014 - 0.005 ms, combined can reach from 5.87 ms - 14.7ms
Areas like V's apartment is broken into smaller meshes (78 to be exact), DrawInstanced uses from 5.76 ms to 9.76 ms
Texture decompression plays big role in fps usage
ExecuteIndirect uses 2.35 ms to 3.74 ms
Statistics: 7,277.282 s from MSI Afterburner 20,487.379 s from Fraps benchmark 27,764.661 s / 7.7124 hrs in total benchmarking 113 benchmarks done (looking outside V's Apartment > streets in night city > highway > streets > underground tunnel > streets with big buildings view > under bridge > end) 245.7 s average benchmark duration (Oodle Kraken BC5U) Texture Decompression time taken: roughly 7ms @ 7.9 - 8.1 million vertices (31.2385 ms at the staircase of V's building facing the street) Nvidia Nsight Graphics was used to profile a single frame render in Cyberpunk 2077 Ultra quality tweaked
Specs tested on: i7-3770 4 Cores 8 Threads @ 3.4Ghz 12GB DDR3 1600Mhz ASUS dual GTX 1060 6GB (461.40 driver) (not overclocked) Windows 10 64 bit 1080p 60hz
Notes: Use this in conjunction with NVIDIA Control Panel to give more fps for GPUs like GTX 1060 6GB or similar. If you are a AMD graphics user, I am currently investigating if users have a similar functionality that allows to tweak Anti-Aliasing, Texture Filtering, etc. If you are GPU bound, it is highly advisable to switch to lower resolution like 1768 x 992 or 1600 x 900. This lets you push a bit more fps when not CPU bound. (or not if you want crisp quality)
This mod is used in conjunction with: (use instructions from individual pages to assist with installation) Config Overhaul for Cyberpunk 2077 by derplayer123 What to select: Open the application and select "Optimized" and close.
NVIDIA Control Panel: Go onto the desktop, right click > NVIDIA Control Panel > Manage 3D settings > switch from Global Settings to Program Settings (use Global if you want other games to adopt the tweaked settings) and under "1. Select a program to customize:", find cyberpunk2077.exe and redlauncher.exe, if it's not there, click "Add" and and click browse if the game doesn't appear under the "Add" pop-up window. These are the settings to change: Set to: "Antialiasing - Mode" to "Enhance the application setting" "Application-controlled" "Antialiasing - Setting" to "4x" "Application-controlled" "Antialiasing - Transparency" to "Multisample" "Off" "Multi-Frame Sampled AA (MFAA)" to "Off" "CUDA - GPUs" to "Use these GPUs" and select your dedicated graphics card (reason being some games use integrated graphics if available instead of dedicated to run which makes the game lag) "Shader Cache" to "On" "Texture flitering - Anisotropic sample optimization" to "On" "Texture flitering - Negative LOD bias" to "Allow" "Texture flitering - Quality" to "High performance" "Texture flitering - Trilinear optimization" to "On"
Leave "Threaded optimization" to "On" "Auto" And hit Apply.
How to Install: Place file (generalOptimization.ini) in ..\Cyberpunk 2077\engine\config\platform\pc Extract the archive to ..\Cyberpunk 2077\archive\pc\patch if the folder "patch" does not exist, right click > folder > rename as "patch" and extract.
How to uninstall: Delete the files, and you might need to verify game files because deleting does not revert *.ini tweak setting files then start up game to apply changes. (Correct me if I'm wrong)