I Tested AMD’s Ray Regeneration Technology in Cyberpunk with Optiscaler, and It Delivers Impressive Results

I Tested AMD’s Ray Regeneration Technology in Cyberpunk with Optiscaler, and It Delivers Impressive Results

Welcome back, gaming enthusiasts! Just a week has passed since my last update on Optiscaler, but the rapid developments in this mod deserve another discussion. This time, we have noteworthy updates regarding AMD’s innovative Ray Regeneration technology, now integrated into Optiscaler. A dedicated contributor, DarkHelmet, has made it possible to replace Nvidia’s Ray Reconstruction with AMD’s legally distinctive Ray Regeneration denoiser. This marks a significant milestone, especially given that only two titles currently support Ray Regen, with one launching on the 19th.

Unveiling AMD Redstone

It’s important to clarify that this development stems not from the primary release of Optiscaler, but rather from a specialized fork by DarkHelmet. As it stands, the Ray Regeneration feature is only functional in Cyberpunk 2077. My attempts to inject it into other games like Avatar: Frontiers of Pandora and Indiana Jones and the Great Circle did not yield favorable results.

Understanding the Technology

In my previous article, I briefly discussed the Vulkan update but didn’t delve deeply into the technical aspects of the mod’s implementation due to my limited understanding. However, I’ve gathered some insightful details shared by DarkHelmet on Discord. Essentially, he has incorporated the Ray Regeneration process into the upscaling pipeline, utilizing a “fatass conversion shader”that transforms the input data intended for Nvidia’s RR into a format compatible with AMD’s RR. He has also highlighted the necessary adjustments required for composition and input modulation.

Discussion on Discord about AMD's denoiser, showcasing usernames @DarkHelmet and nitec
DarkHelmet illustrates the challenges of input modulation and composition to enable DLSS RR inputs for AMD RR.

How to Install

Per the request of TheRazerMD, here are some essential disclaimers: presently, Ray Regeneration through Optiscaler is compatible solely with RDNA 4 graphics cards, similar to the limitations of FSR 4.1, with an exception made for RDNA 3 cards on Linux. It’s important to note that this version of Optiscaler is independently developed by DarkHelmet and remains a work in progress, optimized specifically for Cyberpunk 2077. Future implementations will likely require additional tuning for various games.

To install Ray Regeneration in Cyberpunk 2077, ensure you possess some basic familiarity with Optiscaler installation. First, download the latest Optiscaler test build from the Discord server. Next, acquire the compiled Optiscaler.dll file from Dr. House, linked here, along with FSR 4.1 (Discord access required for these links).You will also need the dll file for Ray Regeneration from the FSR SDK v2.1.1. Download the minimal package, extract it, then locate the dll file under Kits > FidelityFX > signedbin > amd_fidelityfx_framegeneration_dx12.dll.

After obtaining the necessary files, transfer the extracted contents from the Opti test build to Cyberpunk’s executable directory. Replace the existing Optiscaler.dll with the compiled version intended for Ray Regeneration. Additionally, copy the amdxcffx64.dll file for FSR 4.1 and amd_fidelityfx_framegeneration_dx12.dll. Execute the windows_setup, opting for default settings with Nvidia spoofing enabled (omit Optipatcher).Once you’re in the game, activate Path Tracing and enable DLSS Ray Reconstruction. Finally, navigate to the Optiscaler settings and select FSR Ray Regeneration in conjunction with FSR 4.1.0 as your upscalers.

OptiScaler v0.9.0-pre10 settings interface in Cyberpunk 2077, showcasing options for AMD Radeon RX 9070 XT

Enhancing Image Quality

Ray Regeneration offers substantial improvements over the default denoiser in several crucial aspects. It significantly enhances global illumination, delivering a more realistic representation of indirect light. Additionally, it improves clarity in reflective surfaces, notably with metallic textures, as evidenced in the accompanying video below. Lastly, it optimizes the interplay of light with volumetric effects like fog, fostering better diffusion.

Nevertheless, there are important considerations to be aware of. Ray Regeneration introduces a phenomenon reminiscent of “wobbling”instability—an unsettling mix of shimmering and noise, which detracts from the experience when compared to the default denoiser. However, it is critical to remember that this artifacting may stem from the unofficial nature of DarkHelmet’s implementation and the necessary translations to accommodate Ray Regeneration using Ray Reconstruction inputs. This translation process is also responsible for the substantial performance hit experienced with this configuration.

Nonetheless, this advancement is genuinely thrilling. With AMD’s RX 9000 series GPUs demonstrating commendable path tracing capabilities, being able to enable Ray Regeneration in games lacking official support is an exciting prospect. I am eagerly anticipating a forthcoming Optiscaler test build that incorporates this latest feature and plan to explore Ray Regeneration in further detail as new developments arise.

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