Cyberpunk 2077 - NO SPOILERS!

Cyberpunk 2077 - NO SPOILERS!

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FourWheelDrift

Original Poster:

88,687 posts

285 months

Saturday 19th December 2020
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Google Stadia has had to cut stream rates from 4k back to 1080p because so many people are playing Cyberpunk on it their bandwidth is suffering.

https://9to5google.com/2020/12/17/cyberpunk-2077-s...

FourWheelDrift

Original Poster:

88,687 posts

285 months

Sunday 20th December 2020
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But you don't have to go back too far before share value was less than it is now.

What you have is an large uplift this year on the anticipation of the release date and the boost from extra sales of Witcher 3 following the unrelated TV series.


FourWheelDrift

Original Poster:

88,687 posts

285 months

Sunday 20th December 2020
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That's a tiny screen if it fits into the middle of a CPU.

FourWheelDrift

Original Poster:

88,687 posts

285 months

Tuesday 22nd December 2020
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ruprechtmonkeyboy said:
I meant the whole game. Take a look at this, a game released in 2013 has better AI, etc. God knows what happened over at CDPR for it to end up in this state!

https://www.youtube.com/watch?v=PsBrkLq31eM
7 years later and that game still has issues loading and crashing.

Even this year on here - https://www.pistonheads.com/gassing/topic.asp?h=0&...

FourWheelDrift

Original Poster:

88,687 posts

285 months

Wednesday 23rd December 2020
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mmm-five said:
Looks a bit empty of people though wink
Night City is in tier 4.

FourWheelDrift

Original Poster:

88,687 posts

285 months

Thursday 24th December 2020
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gangzoom said:
Stadia screen shot - at 1920×1080



From my point of view its a fab looking game, on phone, laptop, or TV.

If am not a cheapskate and paid for 4K streaming Stadia it would look even better, but am happy with 1080p graphics so no point paying the £8.99/month for 4k.
Same spot, RTX on, DLSS Balanced.


FourWheelDrift

Original Poster:

88,687 posts

285 months

Tuesday 29th December 2020
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Better AI behaviour - Simple INI file changes that change how the NPC's walking around act and react to each other.

Full version - Path calculation, lane checking (for j-walking), traffic light recognition and obstacle avoidance have more checks at further distance
Lite version - Original checks and distances to improve performance at the cost of increased bumping and more aimless wandering

https://www.nexusmods.com/cyberpunk2077/mods/526?t...

FourWheelDrift

Original Poster:

88,687 posts

285 months

Saturday 2nd January 2021
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For me at the moment it's no more broken than something like Skyrim or Fallout 4 still is (without the unofficial patches).

I have seen two lamposts outside a tundra motel with no Lod so the posts disappear when you get a distance from it but the light remains, I have seen 1 street crossing box without a pole. Considering the size of it and the amount of assets that's good going.

I have had mission music continue to play once after it's complete but a save and load sorts it.

There are things I would like improved such as driving (there is a mod) in cars, I tend to use a bike and once you know you can handbrake turn it and slide it around tight corners it's fun. But when you have to drive cars especially at night I want to lights to work better than they do, especially out in the tundra.

I have had only 1 mission glitch involving a shootout where my main energy gun couldn't charge fire and my shotgun wouldn't fire at all. I had to move out of the combat zone save and load to fix.

Anyone just doing the main questline is missing a lot, it's like ordering an extra large pizza from Dominos and only eating the dip.

I'm enjoying it, nothing like this has made me want to look forward to playing a few hours gaming since Skyrim.

FourWheelDrift

Original Poster:

88,687 posts

285 months

Tuesday 5th January 2021
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FourWheelDrift said:
Better AI behaviour - Simple INI file changes that change how the NPC's walking around act and react to each other.

Full version - Path calculation, lane checking (for j-walking), traffic light recognition and obstacle avoidance have more checks at further distance
Lite version - Original checks and distances to improve performance at the cost of increased bumping and more aimless wandering

https://www.nexusmods.com/cyberpunk2077/mods/526?t...
Updated for AI pedestrians, AI traffic and performance.

FourWheelDrift

Original Poster:

88,687 posts

285 months

Tuesday 5th January 2021
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Trustmeimadoctor said:
The ai for the calling the vehicle needs improving it keeps running me over or flipping the bike over smile
I tend to not stand in the road smile

FourWheelDrift

Original Poster:

88,687 posts

285 months

Sunday 10th January 2021
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Increase your Cyberpunk 2077 hacking realism with an app on your phone that scans the Breach Protocol code and gives you the solution - https://www.overclock3d.net/news/software/hack_you...

h4ck0r5

FourWheelDrift

Original Poster:

88,687 posts

285 months

Tuesday 12th January 2021
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130R said:
The most annoying bug I get (on PC) is the one where your gun won't fire. I think it might be related to ammo amount and it happened to 2 of the 3 guns I had equipped at the same time once. The "fix" is to drop the gun and pick it back up again. Except sometimes you drop the gun and can't pick it back up because it's phased into the floor laugh
I had that with my energy rifle not doing concentrated blast but still firing normally. I think I just swapped it for another weapon left the combat area, saved, reloaded the save then re-equipped the rifle and it worked again. I just put it down to a dodgy Tyger Claws implant that's required to fire it biggrin I think it tends to fail when I have used and fired another weapon before it, might be wrong though.

FourWheelDrift

Original Poster:

88,687 posts

285 months

Saturday 23rd January 2021
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anxious_ant said:
PC player here and I’m having a weird issue. At point of posting I haven’t installed latest patch yet.

The issue with with the D key when driving. This will work fine for a bit then start to not register. I have to tap the key multiple times to register. My keyboard is fine as I can type as normal when I’m not gaming.

Initially I thought that’s just the way the game is but then turning left (A key) works as normal.

Anyone else have issues with the D?
You might not be pressing the same way on the key when driving compared to typing. Could be a bit of fluff or something in there preventing good contact when lightly pressing it.

FourWheelDrift

Original Poster:

88,687 posts

285 months

Saturday 23rd January 2021
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dapprman said:
Can anyone confirm - apparently on some of the consoles the patch is ~17 GB - on the PC it's just 1.1. If this is so then they really have been targettng the core game stability bugs on the console and hopefully more of you will be able to have a decent/good playing experience.
Due to the way consoles have to be coded compared to PC they will always be bigger. On PC it's just a matter of changing a line or two, on consoles you have to replace huge chunks even if it's the same line or two change.

FourWheelDrift

Original Poster:

88,687 posts

285 months

Saturday 23rd January 2021
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anxious_ant said:
If I re-install won't I lose all my progress? I will try patch 1.1.
Minor annoyance as I can't turn right properly but not game breaking. smile
Check for your save games in C:\Users\username\Saved Games\CD Projekt Red\Cyberpunk 2077

https://guides.magicgameworld.com/cyberpunk-2077-s...

If there they won't be removed if you uninstall but it you might want to back them up if you want to be extra careful then put them back after reinstalling if they do go, which they won't.

FourWheelDrift

Original Poster:

88,687 posts

285 months

Wednesday 10th February 2021
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The mod you have all been waiting for, now you can drive the motability scooter - https://www.nexusmods.com/cyberpunk2077/mods/1576


FourWheelDrift

Original Poster:

88,687 posts

285 months

Friday 19th February 2021
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BobSaunders said:
Have started noticing the bugs recently. Prior to this didn’t notice them. Not sure what’s changed with the last couple of updates.
I played through a streetkid game on all versions up to v1.06 and messed around with other things with further updates and only had 2 gig missions bug out so nothing bad. Now started a new corpo game on the latest 1.12 update and I have seen more bugs on the same missions that were clear on the streetkid playthrough including missing voice dialogue with Judy and River on two missions they are connected by phone to me, doesn't even give the subtitle either. Plus for quite a few hours on loading a save I have been getting Johnny saying a line from hours ago who's subtitle stays on screen (even with subtitles off). Have to turn cinematic subtitles on and of to get rid of it. Again never happened before. I don't know if they are new to 1.12 or if for some reason a corpo playthrough is more bugged. I haven't tried a nomad.

FourWheelDrift

Original Poster:

88,687 posts

285 months

Tuesday 23rd February 2021
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franki68 said:
I am at the point in the story where it asks if I am sure I want to proceed with the mission as I will lose all the unfinished side missions,which has meant me moving round the map doing all the side missions and tbh it's pretty dull with little variety.
That isn't quite true. When you start the decision mission, you have to progress down it without taking a break and doing other missions, but after completion of it with any of the many game endings, you are then taken back to the pre-decision place to carry on with any missions you have left and any that you have yet to start. This makes complete sense when there is DLC coming.

You should always save before the decision so you can go back and try different options for the ending too.

FourWheelDrift

Original Poster:

88,687 posts

285 months

Wednesday 17th March 2021
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This is a cool mod, new loading screen for fast travel that takes you up and along like GTAV.

https://www.nexusmods.com/cyberpunk2077/mods/2006

Like this


Obviously changes depending on location and time of day for your current location and destination.

FourWheelDrift

Original Poster:

88,687 posts

285 months

Thursday 18th March 2021
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Cores, SSD, magic, wibbly wobbly stuff.

No idea, but when I tried it last night (at night from the middle of the city) the time between starting travel and arriving at the new location seemed to be the same time as a static reload screen.

Perhaps during the normal loading screen the whole map is loaded anyway in low res? I have seen a brief glimpse of a low res LOD arrival location immediately after starting a fast travel on the static load screen default.