Cyberpunk 2077 is one of the most complete stress tests for modern PC graphics technology. It supports DLSS 4 with Multi Frame Generation on RTX 50-series GPUs, FSR 4 on AMD RX 9000 series GPUs, Intel XeSS 2, FSR 3.1 Frame Generation, Path Tracing in Overdrive mode, and Ray Reconstruction. That makes it a good game for understanding what your hardware can actually do — and what you need to compromise.
In short: pick the upscaler that matches your GPU vendor (DLSS 4 on RTX, FSR 4 on RX 9000, FSR 3 on older AMD, XeSS on Intel Arc), turn ray tracing on one option at a time starting with RT Reflections, use Path Tracing only on high-end RTX cards, enable Frame Generation only if your base FPS is already around 60, and keep Texture Quality within your VRAM. The tier tables below are starting points, not guaranteed results: measure your own FPS with the in-game benchmark.
This guide gives you a complete framework for tuning every relevant setting for your GPU tier, from a solid optimization foundation through to full Path Tracing on high-end rigs. If you are running lower-end hardware, see our dedicated Cyberpunk 2077 low-end settings guide. Playing on portable hardware? Our Steam Deck settings guide covers that specific platform in full.
System Requirements by Rendering Mode
Cyberpunk 2077 effectively has three different hardware requirements depending on which rendering mode you target. Rasterization is the traditional path — no ray tracing, all lighting is pre-baked or screen-space approximated. Ray Tracing adds GPU-accelerated lighting calculations on top of rasterization. Path Tracing (Overdrive mode) replaces the entire rendering pipeline with fully ray-traced global illumination.
| Mode | Minimum GPU | Recommended GPU | Target FPS at 1440p |
|---|---|---|---|
| Rasterization only | GTX 1660 Super / RX 5700 | RTX 3060 / RX 6700 XT | 60 FPS High settings, DLSS/FSR Quality |
| Ray Tracing (Medium RT) | RTX 2060 Super | RTX 3070 Ti / RX 7900 GRE | 60 FPS with DLSS Quality |
| Ray Tracing (High RT) | RTX 3080 | RTX 4070 Ti Super | 60–80 FPS with DLSS Quality |
| Path Tracing (Overdrive) | High-end RTX card (RTX 4080 class or faster) | RTX 4090 / RTX 5080 or faster | 60 FPS with DLSS 4 Quality + Frame Gen |
The jump from High Ray Tracing to Path Tracing is not incremental — it is a complete rendering paradigm shift. Path Tracing is extremely demanding, so plan on using upscaling and, on supported cards, Frame Generation to make Overdrive mode playable. The FPS targets in these tables are rough starting points and vary with CPU, resolution and scene.
Upscaling Choice: DLSS 4, FSR 4, or XeSS
Cyberpunk 2077 supports all three major upscaling technologies in 2026, and your GPU vendor should determine your choice — not personal preference.
NVIDIA RTX users: use DLSS 4. DLSS 4 introduces Multi Frame Generation on RTX 50-series GPUs, generating up to three additional frames for every natively rendered frame. On RTX 40-series (which lacks Multi Frame Gen but supports standard Frame Gen), DLSS 4’s improved neural rendering model still produces sharper, more temporally stable images than DLSS 3 — update to the latest game version and driver, then choose the Transformer model in the DLSS settings. The quality uplift is most visible in Night City’s fine detail: wire fences, neon text, rain particles, and holographic billboard text are all more legible under DLSS 4 than prior versions.
AMD RX 9000 series users: use FSR 4. FSR 4 is AMD’s machine-learning upscaler, added in game patch 2.3, and it is only available on Radeon RX 9000 series GPUs. If you are on RDNA 3 (RX 7000 series) or earlier AMD hardware, use FSR 3.1 instead — FSR 4 is not supported there.
Intel Arc users: use XeSS. Patch 2.3 added XeSS 2 with XeSS Frame Generation for Arc cards.

Recommended Settings by GPU Tier
Every GPU tier needs a different approach to Cyberpunk 2077. The settings below are validated starting points — adjust texture quality based on your VRAM headroom after applying the base preset.
| Tier | GPU Examples | Resolution | Upscaling | Ray Tracing | Target FPS |
|---|---|---|---|---|---|
| Budget | GTX 1660 Super, RX 6600 | 1080p | FSR Quality or DLSS Quality | Off | 60 FPS Medium–High raster |
| Mid | RTX 3060 Ti, RTX 4060, RX 7700 XT | 1080p–1440p | DLSS/FSR Quality | Off or RT Reflections only | 60–80 FPS High settings |
| High | RTX 4070 Ti, RTX 4080, RX 7900 XTX | 1440p–4K | DLSS Quality at 4K | Medium RT (Reflections + Shadows) | 80–100 FPS |
| Extreme / 4090-class | RTX 4090, RTX 5080, RTX 5090 | 4K | DLSS 4 Quality + Frame Gen | Path Tracing (Overdrive) | Path Traced; Frame Gen raises displayed FPS |
Ray Tracing Guide: Which Options to Enable and in What Order
Cyberpunk 2077 exposes several separate ray tracing options rather than a single quality preset. Each one has a different performance cost and delivers a different class of visual improvement. Enable them in order of visual return per FPS cost rather than turning everything on simultaneously.

RT Reflections
Ray-traced reflections replace the screen-space reflections (SSR) used in rasterization mode. SSR can only reflect what is currently visible on screen — objects behind the camera, above the frame, or obscured by other geometry produce incorrect or missing reflections. Ray-traced reflections calculate the actual geometry bounce, giving you accurate reflections of the full environment in every wet surface, glass panel, and vehicle body in Night City. It is usually the first RT setting worth enabling on Mid and High Tier GPUs; check the FPS change on your own system.
RT Shadows
Ray-traced shadows replace the shadow maps used in rasterization. Traditional shadow maps produce blocky penumbras and visible acne artefacts on fine geometry. RT shadows calculate soft penumbras based on actual light source size and distance, producing physically accurate contact shadows under vehicles, between characters, and on the undersides of overhangs. Enable on High Tier GPUs after RT Reflections; keep off on Mid Tier unless you have significant FPS headroom to spare.
RT Lighting
Ray-traced local lighting replaces the screen-space ambient occlusion and specular lighting used in rasterization mode. Neon signs, vehicle headlights, and burning debris now cast real light that bounces off walls and floors rather than being approximated by pre-baked data. The visual improvement is most dramatic in interior environments and tight alleyways where multiple coloured light sources interact. Only recommended on High Tier GPUs with strong upscaling support — the FPS cost stacks on top of RT Reflections and RT Shadows if all three are active.
Path Tracing (Overdrive Mode)
Path Tracing does not layer on top of rasterization — it replaces the entire lighting pipeline with a unified global illumination system where every light ray is traced from its source to its final destination through as many bounces as the engine allows. The result is physically correct indirect lighting, colour bleeding between surfaces, and perfectly accurate caustics. Night City under Path Tracing looks categorically different: wet road surfaces under neon signs glow with the right colour, indoor lighting visible through windows correctly illuminates nearby exterior geometry, and the entire city feels lit from actual light sources rather than pre-baked approximations. It has by far the largest performance cost of any option here, so use DLSS Quality or Balanced, plus Frame Generation where supported. Ray Reconstruction (part of DLSS 3.5 and later, with a Transformer model option since patch 2.21) is also recommended when using Path Tracing — it uses AI to denoise the raw path-traced image, dramatically reducing the noise visible at lower sample counts and recovering sharpness that the raw path tracer loses.
Frame Generation Guide
Frame Generation (DLSS Frame Gen on NVIDIA, Fluid Motion Frames on AMD) synthesizes additional frames between natively rendered frames using optical flow analysis. The technology dramatically increases your displayed frame rate but introduces one important trade-off that changes how you should configure it.
The minimum base FPS rule: Frame Generation should only be enabled when your base (pre-generation) FPS is already at or above 60 FPS. Below that threshold, the generated frames cannot synthesize fast enough to stay coherent with scene motion, and you will see ghosting artefacts around fast-moving characters and vehicles. The displayed frame counter will show 100+ FPS but the experience will feel less smooth than genuine 60 FPS gameplay.
Input latency trade-off: Frame Generation increases displayed frame rate but does not reduce the latency between your input and the frame that responds to it — that is determined by your base FPS, not the generated FPS. At base 80 FPS with Frame Gen producing 160 FPS displayed, your actual input latency matches 80 FPS. NVIDIA Reflex mitigates this significantly — enable it alongside Frame Generation in every scenario. Without Reflex, Frame Generation makes Cyberpunk feel slightly “floaty” at base FPS below 60. With Reflex enabled, the latency penalty is largely imperceptible above a 60 FPS base.
Practical recommendation: Enable Frame Generation on High and Extreme Tier GPUs where it pushes a comfortable base FPS to a high displayed rate. Disable it on Budget and Mid Tier GPUs where base FPS is too low to produce clean generated frames.
Crowd Density and City Life Settings
Cyberpunk 2077 exposes separate sliders for Crowd Density and Traffic that have an outsized CPU performance impact compared to most GPU-bound settings. Night City’s NPC simulation runs on the CPU — high crowd density settings require the CPU to simulate pathfinding, behaviour, and collision for hundreds of pedestrians simultaneously in dense areas.
On CPU-bottlenecked systems (older Ryzen or Core i5 processors paired with a mid-to-high GPU), reducing Crowd Density from High to Medium can recover FPS in dense districts without meaningfully changing the feel of the city during missions. The impact is most pronounced in V’s apartment district and the shopping zones of City Centre. Keep Traffic at Medium for the best CPU/GPU balance unless you are on a Ryzen 7 or Core i7 or higher.
Night City Performance Hotspots
Not all of Night City runs at the same FPS. Some districts can drop performance below your average, and understanding why helps you set expectations and tune settings accordingly.
Watson Waterfront (Kabuki, Northside): The waterfront area combines dense vertical geometry with large draw distances across the water toward the city centre megabuildings. This creates a dual bottleneck: GPU load from sheer geometry and reflections, plus CPU load from NPC density in the market areas. Performance can dip here versus the city average. If you notice performance drops specifically in this region, reduce Shadow Distance by one tier and enable DLSS Balanced instead of Quality.
Pacifica: Pacifica’s abandoned shopping mall and beach district generates heavy GPU load from large open-sky visibility combined with water reflections and the dense organic geometry of the collapsed structures. Combined with ray-traced lighting, this is one of the most GPU-intensive districts for its visual complexity. Reduce view distance and disable RT Lighting specifically (keep RT Reflections) when pushing through Pacifica missions with high FPS targets.
Texture Quality and VRAM Guide
Cyberpunk 2077’s texture pool is large and your VRAM capacity determines how aggressively you can push texture settings before experiencing stuttering and frame-time spikes. The rule is straightforward: when VRAM usage exceeds your physical limit, the game begins streaming textures from system RAM across the PCIe bus, and you will see severe micro-stuttering even if your average FPS counter looks acceptable.
| VRAM | Max Texture Setting | Notes |
|---|---|---|
| 6 GB | Medium | Sticking to 1080p; avoid running RT with textures above Low–Medium |
| 8 GB | High | Safe for 1080p–1440p with raster or RT Reflections only; Ultra will overflow in Pacifica/Dogtown |
| 12 GB | Ultra (1440p) / High (4K) | Ultra safe at 1440p; 4K Ultra will overflow under Path Tracing |
| 16 GB+ | Ultra at any resolution | RTX 4080 (16GB), RTX 4090 (24GB) — full Ultra textures safe even in demanding districts |
Monitor VRAM usage during a run through Watson Waterfront or Pacifica — these are your peak-load zones. If you are hitting your VRAM ceiling there, drop textures by one step. The perceptual difference between High and Ultra textures is minimal at normal gameplay distances; stuttering from overflow is a much larger quality-of-life problem than slightly softer rock surfaces.
Phantom Liberty Performance Notes
The Phantom Liberty DLC adds the Dogtown district, which is notably more demanding than the base game’s equivalent districts at the same settings. Dogtown features denser building geometry, more dynamic weather with heavier rain-based reflections, and tighter alleyways that create more complex lighting interactions under ray tracing.
Expect somewhat lower FPS in Dogtown than in comparable base-game areas on the same settings. If you are already borderline, reduce Crowd Density by one tier specifically for Dogtown sessions and lower Shadow Distance from Ultra to High. Outdoor areas tend to be heavier than indoor mission segments.
1080p, 1440p and 4K Recommended Configs
1080p Optimised (Budget and Mid Tier)
| Setting | GTX 1660 Super / RX 6600 (60 FPS target) | RTX 3060 Ti / RX 7700 XT (80+ FPS target) |
|---|---|---|
| Upscaling | FSR Quality or DLSS Quality | DLSS Quality or FSR Quality |
| Shadow Quality | Medium | High |
| Texture Quality | High (6 GB) / Medium (4 GB) | High–Ultra |
| Ambient Occlusion | SSAO | HBAO+ |
| Ray Tracing | Off | Off or RT Reflections only |
| Crowd Density | Medium | High |
| View Distance | High | Ultra |
1440p Optimised (High Tier)
| Setting | RTX 4070 Ti / RX 7900 XTX (80+ FPS target) |
|---|---|
| Upscaling | DLSS Quality (NVIDIA) / FSR 4 Quality (AMD RX 9000) / FSR 3 Quality (AMD RDNA 3) |
| Shadow Quality | Ultra |
| Texture Quality | Ultra (12 GB+) / High (8 GB) |
| Ambient Occlusion | HBAO+ |
| Ray Tracing | RT Reflections + RT Shadows (Medium RT preset) |
| Crowd Density | High |
| Frame Generation | Enable (with NVIDIA Reflex on) |
4K Path Tracing (Extreme Tier)
| Setting | RTX 4090 / RTX 5080+ |
|---|---|
| Upscaling | DLSS 4 Quality |
| Ray Tracing | Path Tracing (Overdrive) + Ray Reconstruction |
| Texture Quality | Ultra |
| Shadow Quality | Ultra (handled by path tracer) |
| Ambient Occlusion | Ray Traced (path tracer handles this) |
| Frame Generation | DLSS Frame Gen enabled (Multi Frame Gen on RTX 50 series) |
| NVIDIA Reflex | On + Boost |
| Crowd Density | High |
For complete Steam Deck settings, TDP configuration, Phantom Liberty Dogtown performance notes and Proton version recommendations, see our Cyberpunk 2077 Steam Deck settings guide — the step-by-step setup guide for Valve’s handheld.
FAQ
Which upscaler should I use in Cyberpunk 2077?
Use DLSS 4 on RTX cards, FSR 4 on Radeon RX 9000 series, FSR 3.1 on older AMD cards and XeSS on Intel Arc.
Does Frame Generation reduce input latency?
No. Responsiveness follows your base frame rate, which is why Frame Generation works best when you already reach about 60 FPS without it, with NVIDIA Reflex enabled.
Which ray tracing option should I enable first?
RT Reflections, then RT Shadows and RT Lighting if you still have headroom. Path Tracing replaces the whole lighting pipeline and is the most demanding option.
Does texture quality affect FPS?
Mainly when it exceeds your VRAM. Then the game streams from system memory and you get stutter, so lower textures one step.
Related guides
- Best Black Myth Wukong PC Settings 2026: FPS Boost and Ray Tracing Guide
- Best Hogwarts Legacy PC Settings 2026: FPS Boost and Ray Tracing Guide
- Best Path of Exile 2 PC Settings 2026: FPS Boost and Endgame Performance Guide
Sources
- CD Projekt RED. Cyberpunk 2077 Official Site — developer documentation including PC feature support for DLSS 4, Ray Tracing, Path Tracing, and Overdrive mode. cyberpunk.net
- Valve. Cyberpunk 2077 Steam Store Page — system requirements, minimum and recommended hardware specs. store.steampowered.com
- Digital Foundry / Eurogamer. Cyberpunk 2077 PC performance analysis — DLSS 4, Path Tracing benchmarks, and GPU tier testing. eurogamer.net/digital-foundry
- Tom’s Hardware. Cyberpunk 2077 GPU benchmark hierarchy — FPS performance across GPU tiers at 1080p, 1440p, and 4K. tomshardware.com
- HotHardware. Cyberpunk 2077 Patch 2.3 brings support for FSR 4 and XeSS 2. hothardware.com
- Guru3D. Cyberpunk 2077 Patch 2.21 adds DLSS 4 and Transformer model. guru3d.com
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
