Cyberpunk 2077

My main wish for this game is a bounty system, it really seems like I should be making some really powerful enemies, and that should impact my ability to just wander around.
Problem with that is, currently the game makes you basically just fight every gang possible if you want to do all of the side quests and gigs and whatnot. You'd literally just be bouncing around Karma between gangs with no real control over it.

There's no real way to pick sides in those missions, so it wouldn't work as currently designed.
 
The whole Perales side quest has something much bigger suggested that I would love to see expanded on.
The fact that he shows up as a caller in the ending credits is kind of funny - I also agree that it seems like there should be more to this story.

That mission, though...really pointed out a lot of the issues the game has, to me. First off, it bugged out when I tried to do the mission in a certain order that was technically allowed, but not what CDPR apparently intended, so I had to roll back a save to do it "right". Then, in the end, no matter if you tell him or not, there is no real difference in the result. You don't hear about him being killed, or ANYTHING happening other than the credits sequence, which I assume you only get if you told him (otherwise it wouldn't make sense).
 
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That would be something. I hope those threads are picked up somehow.




The fact that he shows up as a caller in the ending credits is kind of funny - I also agree that it seems like there should be more to this story.

That mission, though...really pointed out a lot of the issues the game has, to me. First off, it bugged out when I tried to do the mission in a certain order that was technically allowed, but not what CDPR apparently intended, so I had to roll back a save to do it "right". Then, in the end, no matter if you tell him or not, there is no real difference in the result. You don't hear about him being killed, or ANYTHING happening other than the credits sequence, which I assume you only get if you told him (otherwise it wouldn't make sense).

Agreed. I have several quibbles along these lines.
 
Problem with that is, currently the game makes you basically just fight every gang possible if you want to do all of the side quests and gigs and whatnot. You'd literally just be bouncing around Karma between gangs with no real control over it.

There's no real way to pick sides in those missions, so it wouldn't work as currently designed.

Wouldn't even care if the whole city was after me. Heck V wants to be the greatest, and that would be the greatest.
 
I was really hoping the anonymous caller at the end of the Paralez quest would have been more a part of the story, they never really explained it.
 
It does seem a bit unbelievable that they never saw *any* of the issues that people have talked about before launch. Especially on the last-gen consoles.

Either way, I am glad they are committed to fixing it, but I wonder if that will be enough. It seems like a lot of content was cut or otherwise incomplete, and merely fixing the bugs isn't going to bring the game to a finished state, really.
 
I love the game, but it was kind of a PR BS video. I kind of understand what he was saying, that they went all out of PC and had trouble dropping that to last gen consoles, but still. No way they didn't know how bad it was.

Played mostly on PC, but I did get the PS4 version just to see for myself and it's pretty shabby. FPS is under 30, maybe 20 at best in the city, and I've had a few hard crashes. Unlike the PC where you can just open the game again, the PS4 has to do some check and it takes several minutes to finish. Horrible experience.

I could forgive all the little bugs, but a console game should not crash the system like that. In all the PS4 games I've played, never seen one crash before Cyberpunk. It's just unacceptable.
 
If I owned a PS4, first thing I'd do: pop in a cheap/decent 500GB SSD (like the ole Kingston A400 etc.)

- I've seen videos online where it makes a pretty damn big difference in the experience. *shocking*
 
Does anyone have a link for the AMD CPU fix/mod for the latest version (v1.06) of the game handy?

Edit:

Looks like you need to open the .exe with a hex editor. Find this line:
75 2D 33 C9 B8 01 00 00 00 0F A2 8B C8 C1 F9 08

Replace with:
EB 2D 33 C9 B8 01 00 00 00 0F A2 8B C8 C1 F9 08

Going to give this a try tomorrow, have the original .exe backed up.
 
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Does anyone have a link for the AMD CPU fix/mod for the latest version (v1.06) of the game handy?

Edit:

Looks like you need to open the .exe with a hex editor. Find this line:
75 2D 33 C9 B8 01 00 00 00 0F A2 8B C8 C1 F9 08

Replace with:
EB 2D 33 C9 B8 01 00 00 00 0F A2 8B C8 C1 F9 08

Going to give this a try tomorrow, have the original .exe backed up.

Uh, wasn't that done IN either 1.05 or 1.06 by CDPR? I wasn't aware there was any need to manually edit the exe anymore.
 
^this.

I manually did the change in .04, but after .05 I can't locate the entry. But I didn't drop framerate, so it looks to have been corrected.
 
Uh, wasn't that done IN either 1.05 or 1.06 by CDPR? I wasn't aware there was any need to manually edit the exe anymore.

Seems like they changed something slightly, so the lines are different in the new builds. New "fix" seems to have mixed results. I have the original .exe so will see if there is any change.

How does DLSS at quality look in this build (2560x1440)? Very blurry? Worth using it for ray tracing at high or ultra settings? Most comparisons I've seen talk about 4K, not sure if that makes a difference.
 
DLSS
Looks better on than off in some cases

And absolutely worth the trade offs for performance increases.

 
Seems like they changed something slightly, so the lines are different in the new builds. New "fix" seems to have mixed results. I have the original .exe so will see if there is any change.

How does DLSS at quality look in this build (2560x1440)? Very blurry? Worth using it for ray tracing at high or ultra settings? Most comparisons I've seen talk about 4K, not sure if that makes a difference.

1.05 patch notes

  • [AMD SMT] Optimized default core/thread utilization for 4-core and 6-core AMD Ryzen(tm) processors. 8-core, 12-core and 16-core processors remain unchanged and behaving as intended. This change was implemented in cooperation with AMD and based on tests on both sides indicating that performance improvement occurs only on CPUs with 6 cores and less.
 
LOL I am just getting to the "meet with Takamura" mission and I'm level 33 and I've done every side mission on the map. So any Yellow marker...

edit:
MINUS the buy a vehicle.
 
LOL I am just getting to the "meet with Takamura" mission and I'm level 33 and I've done every side mission on the map. So any Yellow marker...

edit:
MINUS the buy a vehicle.

That was basically me, too. I've now done a few of the main story missions, but I didn't touch them for a long time. That mission will branch into a few others and some quests will only open up once you've gotten to a certain point. The missions are easy, but they would've been at any level. The game makes the main story accessible at any level I think. At this point I'm just rolling with the story since the only other mission I have left is bugged. Hopefully the patch coming next week will finally fix that.
 
Looks like there are some mods that add it in, will check them out.

Thought performance was good in the 50s range with ray tracing + DLSS quality. Everything on, lighting set to the 2nd highest setting. Got to an indoor area and frame rates dropped to the 30s.

Ryzen 3700X (stock), RTX 3070, 32GB RAM. 2560x1440. Seem about on par for everyone else?
 
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Looks like there are some mods that add it in, will check them out.

Thought performance was good in the 50s range with ray tracing + DLSS quality. Everything on, lighting set to the 2nd highest setting. Got to an indoor area and frame rates dropped to the 30s.

Ryzen 3700X (stock), RTX 3070, 32GB RAM. Seem about on par for everyone else?
What resolution?
 
Probably about right

I average around 57FPS it seems on my 3080 with everything maxed out at 3440x1440
Bare bottom low FPS in the mid 40s.
Raytracing set to psycho

rig in sig.

Been playing around with the various ray tracing and they don't seem to make a notable FPS difference. If I turn everything off but reflections I only gain 4 frame rates or so. And if I'm getting 38 frame rates that still isn't playable. May have to just disable it all for higher FPS.
 
Been playing around with the various ray tracing and they don't seem to make a notable FPS difference. If I turn everything off but reflections I only gain 4 frame rates or so. And if I'm getting 38 frame rates that still isn't playable. May have to just disable it all for higher FPS.
Shouldn’t be all the time. Those are the worst dips in the city right? GSync on the 34” Alienware monitor seems to make 40 FPS still feel quite smooth to me. The mid 30s is where it does feel a little clunky which is where I was all the time on my 1080Ti on this game - at best.

I probably lose on average like 4-5 FPS going from ultra to psycho Ray tracing. If I turn DLSS off I drop huge -- down to like 15-20FPS in the city!
:O
 
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Try with DLSS on performance. It doesn't look quite as good but the fps gain is real.

I put it down to balanced. Not as nice but gives a good enough performance boost I think.

Getting random crashes now though. Seemed to work great earlier on but now that I am a few hours in the crashes are getting more common.
 
It does seem a bit unbelievable that they never saw *any* of the issues that people have talked about before launch. Especially on the last-gen consoles.

Either way, I am glad they are committed to fixing it, but I wonder if that will be enough. It seems like a lot of content was cut or otherwise incomplete, and merely fixing the bugs isn't going to bring the game to a finished state, really.

Cyberpunk 2077 staff knew how bad the bugs were before launch, confirms report

Earlier this week, CD Projekt co-founder Marcin Iwiński once again apologized for the state of Cyberpunk 2077, which has been buggy on PC, and very buggy on last-gen consoles...in that apology, Iwiński suggested that the scope of Cyberpunk 2077's issues was not entirely known before release...we were skeptical of the claim, and in a new report from Bloomberg's Jason Schreier, employees at the studio reject it

Schreier says he interviewed "more than 20 current and former CD Projekt staff" for the report, and while COVID-19 did cause difficulties with communication and production—developers couldn't work on console development kits in the office, for instance—the employees he spoke to say that external tests showed the problems, and the bugs were not the surprise Iwiński made them out to be when he said that testing didn't show "a big part" of Cyberpunk's problems.

External tests showed clear performance issues...As the launch date drew closer, everyone at the studio knew the game was in rough shape and needed more time, according to several people familiar with the development...Chunks of dialogue were missing. Some actions didn’t work properly. When management announced in October that the game had “gone gold” — that it was ready to be pressed to discs — there were still major bugs being discovered...

*article is behind a paywall but try using InPrivate mode or something similar*

https://www.bloomberg.com/news/arti...at-caused-the-video-game-s-disastrous-rollout
 
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Cyberpunk 2077 staff knew how bad the bugs were before launch, confirms report

*article is behind a paywall but try using InPrivate mode or something similar*

https://www.bloomberg.com/news/arti...at-caused-the-video-game-s-disastrous-rollout

wow that article is a must-read...CDPR gets slammed...here are some interesting parts...
---------------

Employees, discussing the game’s creation for the first time, described a company that focused on marketing at the expense of development, and an unrealistic timeline that pressured some into working extensive overtime long before the final push...Much of CD Projekt’s focus, according to several people who worked on Cyberpunk 2077, was on impressing the outside world...a slice of gameplay was showcased at E3, the industry’s main trade event, in 2018. It showed the main character embarking on a mission, giving players a grand tour of the seedy, crime-ridden Night City

Fans and journalists were wowed by Cyberpunk 2077’s ambition and scale. What they didn’t know was that the demo was almost entirely fake. CD Projekt hadn’t yet finalized and coded the underlying gameplay systems, which is why so many features, such as car ambushes, were missing from the final product. Developers said they felt like the demo was a waste of months that should have gone toward making the game

The overtime didn’t make development of the game any faster. At E3 in June 2019, CD Projekt announced that the game would come out on April 16, 2020. Fans were elated, but internally, some members of the team could only scratch their heads, wondering how they could possibly finish the game by then. One person said they thought the date was a joke. Based on the team’s progress, they expected the game to be ready in 2022. Developers created memes about the game getting delayed, making bets on when it would happen

Canceling features and scaling down the size of Cyberpunk’s metropolis helped, but the team’s growth hampered some departments, developers said...while The Witcher 3 was created by roughly 240 in-house staff, according to the company, Cyberpunk’s credits show that the game had well over 500 internal developers...but because CD Projekt wasn’t accustomed to such a size, people who worked on the game said their teams often felt siloed and unorganized

At the same time, CD Projekt remained understaffed. Games like Grand Theft Auto V and Red Dead Redemption II, often held up as examples of the quality the company wanted to uphold, were made by dozens of offices and thousands of people...there were also cultural barriers brought about by hiring expats from the U.S. and Western Europe. The studio mandated everyone speak English during meetings with non-Polish speakers, but not everyone followed the rules
 
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