Cyberpunk 2077

It's a weird game because some elements of it now look like a million bucks (lighting/shadows), but other elements (animations) look multiple generations old. I tried to go back to it 6 months ago and got bored pretty quickly. I liked it on my first playthrough, but I found replaying it to be a little bit of a slog. "I don't feel like doing this again" was my sentiment for the first 4-5 missions, so I bailed.
 
I'm always down for new free content. I'm on my third play as a Corpo that I've been needing to finish for some time. Guess I'll do that after the update.

I want to play Phantom Liberty after I upgrade my monitor to OLED hopefully by early 2027.
 
I replayed part of it just to see the AI datacenter area & story for Phantom Liberty. Definitely worth it & I'm more than willing to keep playing if there's new content on my 2nd playthrough.
 
I'm always down for new free content. I'm on my third play as a Corpo that I've been needing to finish for some time. Guess I'll do that after the update.

I want to play Phantom Liberty after I upgrade my monitor to OLED hopefully by early 2027.
HDR does make the color palate a bit more realistic. OLED PC monitors have low max brightness so it is mostly about contrast and better color palette rather than massive gains in brightness. You can run the HDR part on a good VA panel and get fairly close to the image quality of an OLED, even if the contrast and dark colors will be slightly worse.

The big deal about OLED is the lack of pixel blur. Running a 3rd gen QD-OLED isn't night and day compared to what was a high end VA monitor 5 years ago, outside of motion clarity, when both are calibrated as well as possible. The OLED has a bit better contrast and the colors pop a bit more etc. but the difference is less than between a mid-range and high-end VA panel. The main difference is in how clear objects look when they are moving fast across the screen etc. as the pixels change instantly instead of having a bit of delay.
 
"We're talking cyberware customization, a new dual-wielding playstyle, and more!" I hope that "More" is really doing a lot of heavy lifting because, as neat as some new cyberware tweaks or dual wielding may be, where I think what the game really needs is A) new in depth story content both touching on 'old' and elements and/or B) mods capable of letting the community make it themselves if CDPR has no interest or ability to do so currently.

The game lacks, and could really benefit from, the kind of modding tools that allow players to extend the world in a Fallout / Elder Scrolls Bethesda style game, which have seemingly been denied because REDEngine is "difficult" to work with ; a supposed rationale why they haven't wanted to meaningfully add to the game since Phantom Liberty (itself truncated in several ways) and the plans for the future sequel to be on Unreal Engine instead...for better or worse. If this is the case, I'd rather have them put the effort in to making mod tools so that u players of vested interest can change and add to the game as they see fit even should it prove more tedious or difficult to do , rather than it not be available at all if CDPR doesn't want to put forth the time and resources to make it officially.
 
Cyberpunk 2077 | Edgerunners 2 Update Features Overview

With this update, the game will receive support for DLSS 4.5 Dynamic Multi Frame Generation and is also going to upgrade its already-supported Multi Frame Generation, Ray Reconstruction, and Super Resolution integrations to second-generation AI models...


View: https://www.youtube.com/watch?v=7wPOA6a85S4
 
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What if they just continue to patch this game until it literally becomes the sequel they're working on
 
Hopefully the industry will stop sucking Epic's dick and stop glazing Unreal Engine by then.

If they can create better engines then they should do that. But most of the time the alternatives are quite bad. It seems like every other game has some type of stuttering problem now days, a game that runs smooth without the occasional stutter is more of an exception. Remedy's engine in Alan Wake 2 works quite well, as does Space Marine 2's engine though the latest update for that introduced some notable stuttering in my experience. The earlier builds of SM2 were practically flawless. TLOUS engine work quite well. Ubisoft games run okay, but have quite inconsistent frame rates and seemingly very low minimums that makes them look jittery. Dunia has been their smoothest engine and I am disappointed to learn the next Far Cry is moving to the same engine used in Avatar and Star Wars Outlaws, which has the crazy spiking minimums and maximums.

But UE5 and UE6 are not going away anytime soon, so we better hope the newest builds deliver on better PSO implementation or other things to reduce stutter.
 
It's also just cost. A modern game engine is a hell of a thing to make so you need a lot of talented programmers who are working just on the engine, not even really on the game, if you are going to roll your own. No surprise then that many companies decide it is cheaper to just license UE (or something else).

While I don't love how everything is becoming a UE fest, I get it. I mean look at Red Engine: That shit has had a LOT of trouble. It isn't like it is some paragon of design with great performance, no bugs, no stutters, and so on. It has its issues and that is after a LOT of fixing. Cyberpunk was in a bad state when it came out.

Also the reason so many things are going UE is that there aren't a lot of other engines out there being licensed that are any good. For awhile it looked like Unity was making some real strides but then they got real stupid with licensing and updates, and it has really seen a huge drop off in interest. I don't know if iD licenses out iDTech anymore and it never had the reputation of being easy to develop for. Gamebryo went bust.
 
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