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Cyberpunk 2077

Overview

Ultra+ is a comprehensive path tracing, ray tracing, and rendering overhaul for Cyberpunk 2077. It provides deep control over lighting, denoising, SHaRC radiance caching, streaming, and per-light properties through an in-game CET overlay. Ultra+ can force all lights to fully participate in path tracing, modify shadow behavior, adjust fog influence, fix particle brightness, and provides bug and consistency fixes over the vanilla game.

As usual with Ultra+ mods, the emphasis is not on changing the look and feel of the game, but rather on maximizing performance and visual quality, and giving the user full control over the engine if they desire.

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v9 — Physically Accurate Path Tracing

The most significant update to Cyberpunk’s lighting in Ultra+ history.

Ultra+ v9 rebuilds Cyberpunk 2077’s entire lighting system from the ground up in C++. This is the full realization of what the community calls “V4” lighting — a physically-based lighting system for path tracing with nothing else like it.

Background

To keep compatibility with ray tracing, and reduce the cost to implement path tracing, Cyberpunk’s PT lighting contains tens of thousands of “fake” lights: lights hanging in mid-air which are not associated with any physical light in the game. These cause inconsistencies, and lighting that is not physically accurate to the real world.

The problem is, how do we fix this? To find and remove tens of thousands of lights would require months of work. Ultra+ v9 deals with this by using advanced heuristics to analyze the world and remove lights as the game streams, adjusting remaining lights so they fully participate in path tracing. It does this in microseconds in native C++ via RED4ext, and has no performance cost.

What’s new

Removed/replaced in v9 (no longer needed)

Mod Conflicts (Path Tracing Only)

The following mods are not compatible with V4 Path Tracing:

Tip: Instead of installing these individually, you can use the Ultrapunk mod collection, which focuses on visual fidelity, stability, and quality-of-life improvements while preserving Cyberpunk 2077’s core gameplay.

For Ray Tracing we recommend these mods in addition to the above Recommended Mods

Ultra+ does not attempt to fix Ray Traced lighting. Instead we recommend these excellent mods by sosuine which do.


Requirements

Required:

Recommended for Path Tracing:

See the v9 compatibility section above for the full recommended mod list, or use the Ultrapunk collection.

Usage Tips

Rendering Modes

Ultra+ supports multiple rendering modes, from traditional rasterization to cutting-edge path tracing. Each path tracing mode uses a different NVIDIA technology stack with distinct trade-offs.

PT16PT20PT21Next
TechnologyReBLURReLAXGI
RTXDI
ReSTIRGI
RTXDI
ReGIRGI
RTXDI
From Game Version1.6x2.0x2.1+N/A (not active in any version)
Supported DenoisersNRDNRD
Ray Reconstruction
NRD
Ray Reconstruction
NRD
Ray Reconstruction
PerformanceFastest of all PT modes'Fast' is very fast
Slow at 'High' and 'Insane'
GoodGood
QualityVery consistent lightingFull qualityFull qualityFull quality
CaveatsSimplified lightingPlayer is not path tracedNoneGI updates slowly in just a few scenes
Recommended GPUAMDAMD
Nvidia
NvidiaAMD
NotesBest balance if you need more FPSBest quality for NvidiaFastest on some AMD GPUs

PT16

Uses NVIDIA ReBLUR naive path tracing from the Cyberpunk ~1.63 era. PT16 is the fastest path tracing method and produces a very consistent image throughout the game — even more so than ray tracing. The lighting is not as detailed as newer modes, but if PT20 is too demanding for your hardware, PT16 is a great alternative.

PT20

Recommended fastest path tracing mode. Uses NVIDIA ReLAX naive path tracing combined with RTXDI, introduced in Cyberpunk 2.0. PT20 is widely regarded as the fastest path tracing method with very minimal downsides. Lighting is generally physically accurate, making it an excellent option for lower-end cards to experience high quality path tracing. Only a few areas of the game exhibit boiling noise, which is gradually being addressed by newer DLSS versions. This mode is also often preferred by AMD users.

PT21

Recommended best path tracing mode. Uses NVIDIA ReSTIR GI combined with RTXDI and SHaRC, introduced in Cyberpunk 2.1 and still the game’s current default path tracing. ReSTIR is a newer method that uses importance sampling to resolve scene detail, rather than the rays-and-bounces approach of PT16 and PT20. With the V4 lighting system in v9 of Ultra+, all lighting errors with PT21 are fixed.

Next

Uses NVIDIA ReGIR GI combined with RTXDI and SHaRC — a rendering path exposed in the engine but not available in the vanilla game. Ultra+ fully enables this mode. The SHaRC being overly dark in some scenes has also been fixed in recent Ultra+ versions. Next is slightly slower than PT21, with slight improvements to accuracy. This used to be the main recommended mode to work around errors in vanilla lighting, however with the V4 Lighting System in v9 of Ultra+, the difference between Next and PT21 is minimal.

Denoiser Presets

SHaRC Radiance Cache

NVIDIA SHaRC is a radiance cache technology that adds information to the scene so the denoiser (DLSS) has to do less work to fully resolve the image. In the vanilla game, SHaRC is implemented too darkly in some scenes, which actually removes path tracing information, giving DLSS less to work with. This causes additional boiling and ghosting noise in certain areas. See the NVIDIA SHaRC documentation for a technical overview.

Since v8.0.0, Ultra+ has a workaround for this issue which has continued to improve, resolving boiling issues in the vanilla game (the most notable being boiling on the ceiling of your main H10 apartment) so that SHaRC is generally the correct brightness for the scene. v8.3.0 and higher also attempts to address this by standardizing how light nodes input information into the SHaRC radiance cache.

Lighting Presets

Per-Light Modifications

Note: In v9, light channel removal and fake light detection is handled automatically in C++ via the new V4 lighting system. The Redscript-based per-light approach below applies to v8.x and is retained for RT/RT+PT modes.

Ultra+ uses Redscript to optionally modify individual light properties at runtime:

General Bug Fixes

Configuration

Setting Location Description
Mode Ultra+ tab Select rendering mode (Raster through Next)
Quality Ultra+ tab Fast, Med, High, Insane, Auto
SHaRC Quality Ultra+ tab Off through Insane, with frame blending toggle
Streaming Ultra+ tab Controls asset streaming frame timing (Vanilla, Low, Med, High, Insane, Auto). Higher settings improve smooth loading of sectors and assets, reducing hitching at boundaries and while driving.
Denoiser Ultra+ tab NRD/RR tuning presets
Lighting Ultra+ tab Lighting balance presets
Force All Lights Are PT Fixes section Forces all lights to fully participate in path tracing
Force All Lights Cast PT Shadows Fixes section Forces local + contact shadows on all lights
Fix Smoke/Steam Brightness Fixes section Reduces particle over-brightness for PT
Update Lights Influence on Fog Fixes section Controls per-light volumetric fog contribution
Remove Roughness Bias Fixes section Remove smoothing from all PT lights (not recommended for RT)
PT Hair Lighting Fixes Fixes section Adjusts hair for PT lighting
Disappearing NPCs Fix Fixes section Always enabled — prevents NPC despawn on camera turn
PT Slow Update Fix Fixes section Fixes dark screen edges with PT
Ultrapunk Compatibility Compatibility section Ultimate Vanilla+ compatibility mode
Stronger Bounce Lighting Tweaks section Boosts sky and global diffuse
FPS Target Quality section Target FPS for Auto Quality
Auto-Confirm Menu Changes Settings tab Auto-apply Cyberpunk menu changes
Auto-restore Graphics Menu Settings tab Restore game graphics menu settings on game launch
Theme Settings tab UI color theme (Ultra+, Cyber Night, Default)
Language Settings tab 11 supported languages
UI Scale Settings tab Scale the Ultra+ window
Enable Console Output Settings tab Show Ultra+ log output in the CET console
Enable Tooltips Settings tab Show helpful tooltips on hover
Show FPS Overlay Settings tab Display FPS counter in the Ultra+ overlay
Show VRAM in Overlay Settings tab Display VRAM usage in the overlay
Display VRAM Warnings Settings tab Warn when free VRAM is low
Game Menu Snapshot/Restore Settings tab Snapshot and restore individual game menu pages (Sound, Controls, Gameplay, Graphics, Video, Interface, Key Bindings, Language, Accessibility)

Optional Debug Panel

Debug mode can be enabled from Ultra+ > Settings, or by placing an empty file called debug in the main UltraPlus CET folder (no restart necessary). This enables a Debug panel that lets you play with many of the engine’s hidden settings in real time, plus Virtual Photography mode. Generally only recommended for advanced users and troubleshooting, or when directed to do so by an Ultra+ team member.

The Debug panel exposes low-level engine toggles including separate denoising, RTXDI gradients, shadow optimizations, spatiotemporal DI, PT fallback lighting, emissive triangle lights, environmental lights, path traced skylight, RT global shadows, raytraced shadow cascades, foliage shadows, local shadows, ReSTIR GI controls, boiling filter, NRD rejitter, and more. A search filter is provided to quickly find specific settings.

Other Features