

8.8.8.8 Metalness, Roughness, Translucency and Emissive, in this order (RGBA).Not clear what the alpha is doing here, it seems to just be set to one for everything drawn, but it might be only the captures I got 10.10.10.2 Normals, with the 2-bit alpha reserved to mark hair.
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We don't see the crazy amount of buffers of say, Suckerpunch's PS4 launch Infamous:Second Son, nor complex bit-packing and re-interpretation of channels. It's a classic deferred renderer, with a fairly vanilla g-buffer layout. Makes everything easier and more fun.Īt a glance, it doesn't take long to describe the core of Cyberpunk 2077 rendering.

I am also not relying on insider information for this. I disabled motionblur and other uninteresting post-fx and made sure I was moving in all captures to be able to tell a bit better when passes access previous frame(s) data. I made the captures at high settings, without RTX or DLSS as RenderDoc does not allow these (yet?). This is the frame we are going to look at. I did open a second one to try to fill some blanks, but so far, that's all. The following is mostly a read-through of a single capture. It's what we do not know that makes us think, and sometimes we exactly guess what's going on, but other times we do one better, we hallucinate something new. If we know, we know, there's no mystery anymore. I think it's better to dream about how rendering (or anything really) could be, just with some degree of inspiration from external sources (in this case, RenderDoc captures), rather than exactly knowing what is going on. I also rationalize doing a bad job at this by the following excuse: it's actually better this way. For that, I lack both the time and the talent. It's by no means a serious attempt at reverse engineering. The following are speculations on its rendering techniques, observations made while skimming captures, and playing a few hours. It's very simple to take RenderDoc captures of it, so I had really no excuse. So when I bought Cyberpunk 2077 I had to look at how it renders a frame. Second, when you start playing any game, you cannot refrain from trying to reverse its rendering technology (which is particularly infuriating for multiplayer titles - stop shooting at me, I'm just here to look how rocks cast shadows!). First, we lose the ability to look at reality without being constantly reminded of how fascinatingly hard it is to solve light transport and model materials.
