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Cyberpunk 2

modi123

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Cyberpunk 2077's sequel is now in preproduction! It was previously known under the codename Project Orion.

96 of CD Projekt’s 730 developers are now working on Cyberpunk 2, it added. The majority of the staff (422) is working on The Witcher 4, which is in full production.
Probably 2030 before we see it.
our journey from pre-production to final release takes four to five years on average," Nowakowski said.
https://www.ign.com/articles/cyberp...jekt-is-officially-calling-it-cyberpunk-2-now



Teased info on locations.
it features a brand new city in addition to the Night City we know from Cyberpunk 2077. Pondsmith described this new city as “like Chicago gone wrong.”
https://www.ign.com/articles/cyberp...like-chicago-gone-wrong-mike-pondsmith-teases
 
Yay?

I could never get into Cyberpunk, I bought the special edition with the DLC, ran around for about 3 hours and honestly don't enjoy the gameplay... I've never been one for a game where your stat's change how long you need to hold the trigger down to whittle away enemy health.
 
Fair enough. I sunk about 197 hours into the main and DLC so a big fan. The bulk of that mopping up a ton of side missions, seeing oddities, and snagging weapons for my locker. So a moderately invested fan.
 
I have done one full playthrough and a second which is mostly done. I'd definitely be interested in this game (after launch, since that gives more time for bug fixes).

I was very impressed with 2077, and to me it's a top 10 Steam game in my collection.
 
No surprise and can only imagine how good it'll look. I'm on my third play through and its still fun. Previous plays were as Nomad followed by Street Kid on my old RTX 2060 system but now as Corpo with my RTX 5080 system, looks really good but was still decent on my RTX 2060 too.
 

"CD Projekt Red's Cyberpunk 2 Development Seemingly Passes Pre-Production Phase

by Cpt.Jank Today, 17:25 Discuss (1 Comment)
It seems as though CD Projekt Red is kicking things up a notch when it comes to the development of Cyberpunk 2, with the game studio posting a total of 29 new jobs to its CDPR careers site. The actual job listings range from technical positions, like Lead Gameplay Programmer to art and writing positions, like VFX Artist, UI Artist, Concept Artist, and even roles in production. This is similar to the number of jobs listed for The Witcher 4, and that game has already been shown off in some capacity. As we covered previously, pre-production for Cyberpunk 2 started in June 2025.

While there has been no official communication or development update, the kinds of jobs being filled here also indicate that Cyberpunk 2 has already passed the pre-production, meaning the broad strokes of the game's story and mechanics have already been decided. One of the job listings is for a network engineer, suggesting that the upcoming Cyberpunk 2 will feature some form of online multiplayer mode. Some of the job listings also mention experience in Unreal Engine 5 and procedural generation, which signals both a shift to Unreal Engine 5 and perhaps indicates that Cyberpunk 2's multiplayer mode or progression systems will use procedural generation."

1764115471563.png
 
Let's hope they learn a thing or two from the launch of the first one and don't screw it up this time
 
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Hadn't before considered their move to UE may have been partially motivated by the desire for multiplayer. Since that was one of the things they told investors about the first game but it never got off the ground.
 
They can take my money if I'm not dead by the time this finally comes out and is stable.
 

"Cyberpunk 2077 Records 35 Million Copies Sold As CDPR Ramps Up for Sequel

by Cpt.Jank Today, 18:09 Discuss (4 Comments)
It's no wonder Cyberpunk 2 has already passed the pre-production phase and is entering full-fledged development, given that CD Projekt Red just announced that the iconic RPG just surpassed 35 million sales, reportedly, earning CDPR as much as $30.2 million in Q3 2025 revenue alone, when combined with all the DLC and expansion purchases for the game.

CDPR also announced in the earnings report that it would be scaling up both its Boston and Vancouver offices, with both offices projected to grow by up to 100% before the end of 2027. Since July 2025 alone, CDPR has taken on 52 new employees, and at the time of the earnings report, there were 447 developers working on The Witcher 4, while 135 developers were working on Cyberpunk 2."
 
Let me see a photo of the dev team.

Then I'll tell you if it will be bad or not
 
Let me see a photo of the dev team.

Then I'll tell you if it will be bad or not
🙄

Lots to live up to, long as they have a solid story and don't try to reinvent the wheel they could have some potential to build with. Only time will tell.
 
cdpr hired sweet baby inc's mary kenney, they have been hijacked....
and the hair is fake red.
 

"CD Projekt Red's Cyberpunk 2 Development Seemingly Passes Pre-Production Phase

by Cpt.Jank Today, 17:25 Discuss (1 Comment)
It seems as though CD Projekt Red is kicking things up a notch when it comes to the development of Cyberpunk 2, with the game studio posting a total of 29 new jobs to its CDPR careers site. The actual job listings range from technical positions, like Lead Gameplay Programmer to art and writing positions, like VFX Artist, UI Artist, Concept Artist, and even roles in production. This is similar to the number of jobs listed for The Witcher 4, and that game has already been shown off in some capacity. As we covered previously, pre-production for Cyberpunk 2 started in June 2025.

While there has been no official communication or development update, the kinds of jobs being filled here also indicate that Cyberpunk 2 has already passed the pre-production, meaning the broad strokes of the game's story and mechanics have already been decided. One of the job listings is for a network engineer, suggesting that the upcoming Cyberpunk 2 will feature some form of online multiplayer mode. Some of the job listings also mention experience in Unreal Engine 5 and procedural generation, which signals both a shift to Unreal Engine 5 and perhaps indicates that Cyberpunk 2's multiplayer mode or progression systems will use procedural generation."

View attachment 768924
Using Procedural Generation (PGC) is completely standard practice. If you aren't using it in UE5 you're doing game development wrong.
It's mainly used for terrain and plants, but it is also used for buildings and just about anything you have a lot of. I'm sure they'll be utilizing it a lot in CP2. They could do the interiors of entire skyscrapers so you could actually go in every single room of every single building.
 
Using Procedural Generation (PGC) is completely standard practice. If you aren't using it in UE5 you're doing game development wrong.

UE5 is great but lets be honest, it isn't as optimized as it could be. Only now are the newer iterations providing what they were claiming previously in terms of performance. If they can fix the stuttering the seems to plague almost all UE5 games then that would be great.

There are other good engines out there. Alan Wake 2 looked amazing for its use case.
 
UE5 is great but lets be honest, it isn't as optimized as it could be. Only now are the newer iterations providing what they were claiming previously in terms of performance. If they can fix the stuttering the seems to plague almost all UE5 games then that would be great.

There are other good engines out there. Alan Wake 2 looked amazing for its use case.

No.

Developers in general are just bad at optimizing. Very few developers make performance a priority.

20 years developers would be using their own engine or some other random engine and 90% of games back then had garbage performance. Now those same type of people are using Unreal Engine and they have garbage performance in that instead.

UE5 actually is very optimized. Just look at well Fortnite runs if you want an example. There are also games like Valorant that run at 1000 fps on low end hardware, or Satisfactory where you can have insane factories going for miles and it still performs and looks amazing.

The problem most games run into is they're using nanite which fundamentally does not work on lower end hardware and was never meant to run on it. That's why games like Fortnite don't use Nanite on low end hardware. Nanite performance and detail is also directly tied to resolution which is why most games using it for everything rely on scaling for performance.
 
cdpr hired sweet baby inc's mary kenney, they have been hijacked....
and the hair is fake red.
cdpr also poached one of the leads from KCD recently (albeit for W4, not CP2) but nobody ever mentioned that here...

https://www.pcgamer.com/games/rpg/c...-more-interested-in-ciris-upcoming-adventure/

I'm in the "wait and see" camp... it's going to take a lot to make something better than W3 and/or CP2077 (at its current state with PL ex-pack), but for the love of god, i hope they don't release another bloody mess like they did with w CP2077.
 
Developers in general are just bad at optimizing. Very few developers make performance a priority.

That is true but if 90% or more of the games have stuttering issues then the engine isn't as easy to work with as it should be. Older UE4 builds were great, newer UE4 and practically all UE5 games have stuttering. Its like any tool, if it is too complicated that 90% of the people can't use it properly then it isn't designed well.
 
Why even use UE5? They spent all that time and money on building their own engine which wasn't bad to dump it..
 
Using Procedural Generation (PGC) is completely standard practice. If you aren't using it in UE5 you're doing game development wrong.
It's mainly used for terrain and plants, but it is also used for buildings and just about anything you have a lot of. I'm sure they'll be utilizing it a lot in CP2. They could do the interiors of entire skyscrapers so you could actually go in every single room of every single building.
I wish it were that simple.

The algorithm CAN generate a unique room for every skyscraper in every city but that still has to be tested, and if this is to be generated in runtime, then there is a HUGE computational cost of loading in and randomising the assets. If the procedural algorithm is used only on the dev side then the MASSIVE amount of data (the interior layout and assets of hundreds of thousands of rooms) needs to be stored in some way, even if you are using a library of assets, the sheer data of populating those rooms is huge.

No Man's Sky and Minecraft use procedural generation in runtime which is why the environments are very predictable and the visuals have to be pretty basic. The computational load is NOT small.

Meanwhile games that are 300+ GB used procedural generation on the development side and store the generated results as bespoke data.
 
Why even use UE5? They spent all that time and money on building their own engine which wasn't bad to dump it..
Apparently it is going from making a game at a time to 3 at the same time, they had a quite customizing the engine for the current game workflow that would have needed to change a bit.

The amount of dev that it require to hire could make using Unreal something a lot of people would be familiar easier and Epyc has a deal to work for them to make the engine open world game friendly
 
Something tells me if you see even just one female with purple hair on the team you won't be buying the game and/or you'll be crying salty tears
Wait.

What?

Who said anything about females.
Or purple hair?

The game itself is full of females and people with brightly colored hair.

I meant, if I dont see at least 50% of the devs with implants and/or robot spider arms, its a no-buy from me.
 
Something tells me if you see even just one female with purple hair on the team you won't be buying the game and/or you'll be crying salty tears
To be fair, name a game by a "modern" dev team full of pan-gendered xe/xis otherkin that wasn't trash.

Get chinese food from white people, it's going to be trash. You want Chinese food from Chinese people, they have a culture and history of making that food, best a non-Chinese person can do is imitate or appropriate.

If I want a nerdy techno power fantasy, I can make a guess as to who's going to make a shitty one by the "Culture" of the staff. Just like food, you can tell when a piece of media or culture is genuine, or an imitation/appropriation of the real thing.
 
Developers in general are just bad at optimizing
Because UE5 is badly optimized OOB. If you use its features as advertised you end up with poor optimization either way. It shouldn't be the developer's job to fix the issues of UE5.

Now CDPR might have the resources to fix some of UE's poor optimization, but I wouldn't rely on it.
 
To be fair, name a game by a "modern" dev team full of pan-gendered xe/xis otherkin that wasn't trash.
It's hard to tell as people rarely scrutinize the composition of the dev team when the product is good. I wouldn't outright dismiss the game based on it, just take a step back and adopt a wait and see approach. Which I already did for Cyberpunk2 when it came out that they are setting up a new US based studio to develop it.
Get chinese food from white people, it's going to be trash. You want Chinese food from Chinese people, they have a culture and history of making that food, best a non-Chinese person can do is imitate or appropriate.
Nah, anyone can make "Chinese food" as long as they like it and respect the culture and not trying to replace it with their own idea of what it should be.
 
Using Procedural Generation (PGC) is completely standard practice. If you aren't using it in UE5 you're doing game development wrong.
It's mainly used for terrain and plants, but it is also used for buildings and just about anything you have a lot of. I'm sure they'll be utilizing it a lot in CP2. They could do the interiors of entire skyscrapers so you could actually go in every single room of every single building.
Well speedtree has been around for what? 20 years orso, so this seems an iteration on that.
 
Well speedtree has been around for what? 20 years orso, so this seems an iteration on that.
There was procedural generation long before speedtree. It's just one example of it. Saying everything that comes after is an iteration on speedtree is really not doing justice to the possibilities of procedurally generating maps, especially combined with AI.
 
I wish it were that simple.

The algorithm CAN generate a unique room for every skyscraper in every city but that still has to be tested, and if this is to be generated in runtime, then there is a HUGE computational cost of loading in and randomising the assets. If the procedural algorithm is used only on the dev side then the MASSIVE amount of data (the interior layout and assets of hundreds of thousands of rooms) needs to be stored in some way, even if you are using a library of assets, the sheer data of populating those rooms is huge.

No Man's Sky and Minecraft use procedural generation in runtime which is why the environments are very predictable and the visuals have to be pretty basic. The computational load is NOT small.

Meanwhile games that are 300+ GB used procedural generation on the development side and store the generated results as bespoke data.

UE PCG isn't done at runtime, it's done in the editor and stored. It really isn't that much data for that sort of thing because it's just positional data. You reuse the textures, models, etc. Also every room doesn't need to be tested. You test the PCG algorithm to make sure you didn't do something stupid like block doors with furniture.

If you want to go crazy with tons of unique models and textures it can get bigger in size.
This is already a thing being used in games now, and has been for a long time.
 
This is already a thing being used in games now, and has been for a long time.
The question being how much, even the first Cyberpunk touted to have been entirely handcrafted" and had "no procedural elements" in the context of map generation, I am sure had quite a bit of those random/irrelevant asset being procedurally placed. Just because it is such the norm that if everything macro is hand made you will claim that.

Debris, trash, grafities, grass/trees/foliage assets, some of those were procedural, crowd NPC and so on.
 
The question being how much, even the first Cyberpunk touted to have been entirely handcrafted" and had "no procedural elements" in the context of map generation, I am sure had quite a bit of those random/irrelevant asset being procedurally placed. Just because it is such the norm that if everything macro is hand made you will claim that.

Debris, trash, grafities, grass/trees/foliage assets, some of those were procedural, crowd NPC and so on.
Yeah people will always say things like "no PCG" or no "CGI' for movies but it's not true at all. I think it's because it's so standard people don't even think about it.
 
I think it's because it's so standard people don't even think about it.
They say it because it has a negative reputation and is assumed to be automatically a bad thing. Just look at AI, every luddite is up in arms against it including journos when it is literally a godsent for making generic assets and NPCs. It's basically a fraction of the cost compared to making random NPCs manually.

To me when a developer says every last thing is hand crafted, I don't think "that's great" I think so much resources wasted that could've been better spent.
 
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