Cyberpunk 2077 Grieving Thread

TBH this shouldn't have been released on the PS4 or XBox One.

Also, the vast array of opinions is basically due to what people were expecting. I don't really think this is something that is easily reviewed. You see it in this thread. You've got 'This game was boring' to 'This game is ok' (my personal stance) to 'This is a trainwreck'. I don't think anyone is saying its 10/10 GOTY. I'm disappointed that this is the direction CD Projekt wants to go. Mass market, appeal to everyone, no more niche. It makes me sad. Everyone wants to sell gruel for millions/billions of dollars.
 
She's here to teach all you GooberGrapers how cyberpunk 2077 is supposed to be played, y'all.. LIVE NOW!


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CDPR gave her the collector's edition...

edit: Now she's REEEEing about gun violence, epilepsy and trannies, all in-game. Y'know, they important stuff.

edit2: 45 minutes into the stream and she's still choosing the face. I can't get drunk enough to watch this on beer alone. I'm done.
You tried. That's all that matters.
 
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Why? RDR2 had no issue running on PS4 and Xbox One, and it's technically superior in almost every way.
RDR2 was buggy as fuck on PS4 and ran like complete shit in several areas, Valentine being the most notable example. I wish I had recorded some of the really funny animation glitches I got, most of them were at the camp.
 
In this video it seems like 1.04 lowered draw distance a lot, that's why it works a bit more tolerable now. They thought no one wouldn't notice.
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Going close to the building doesn't fix anything.
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This could be just a coincidence that newer patch has more problems with loading textures, but oh well.
Aaah, GTA Vicepunk City. No, these screenshots really look like they are taken from a game made almost 20 years ago.
She's here to teach all you GooberGrapers how cyberpunk 2077 is supposed to be played, y'all.. LIVE NOW!


View attachment 1783136View attachment 1783138

CDPR gave her the collector's edition...

edit: Now she's REEEEing about gun violence, epilepsy and trannies, all in-game. Y'know, they important stuff.

edit2: 45 minutes into the stream and she's still choosing the face. I can't get drunk enough to watch this on beer alone. I'm done.
Damn, does she still have an audience? She was already really cringy back in the WoW days and strikes me exactly as the type, who would ride the SJW bandwagon.
 
Is the Nomad ending really the only good one? A couple guides I've read said that in the secret Johnny ending you can choose to have Johnny go to cyberspace and give you back your body, just like the other endings, but the guides seem to imply it's a more happy ending. Is it just a situation where V is still going to die no matter what, same as the other endings? I can't find a video of it, sadly.
 
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Jesus christ...



More I see videos of this kind of shit happening, i.e. things just popping out of existence or changing appearance when you look the other way, more I get the impression that there is something seriously fucked up with the engine itself. Like, you shouldn't have that kind of shit happening in the first place. I've never experienced stuff like that in other open-world city-roaming games like Watch Dogs, Sleeping Dogs, Saints Rows etc. The question is, why is that stuff happening? Is the traffic completely illusionary, like it's not run on the same physics engine as the rest of the game, just as some sort of backdrop to the actual game? Or can that be honestly a bug? WTF is going on in here, anyone?

EDIT:
To elaborate more on this: Consider the implications of what we're seeing here; when the player looks away for more than a second or two, the game seemingly drops all rendered cars, i.e. they are removed from the game, and when you look back, it spawns them back, but apparently it doesn't spawn back the same vehicles or even similar instances of the vehicle object, it just spawns totally random vehicles. The question here is why the fuck would anyone in their right minds think that this is a good idea, either gameplay/immersion wise, or even performance wise? What the fuck are people working in CDPR desing department snorting if they think that this kind of shit will fly?

And related to this: Is there any real difference between the cars in the game, or are they all technically the same "Car" object with same attributes, just with different skins slapped on them to create an illusion of difference?

EDIT 2:
To further elaborate on this: I counted the cars in the video, and their number changes every time the player turns away. This is quite attrocious.
 
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Honestly, it is not a very bad game.

Its an okay shooter rpg lite with bad ui and bad driving.

But it is nowhere near the hype people have have for it.

It will propably be worth 30 freedom bucks after a dozen patches and a sale and it will be a fun ride.

But it is not Andromeda, Dawn of War 3 or , shudder, Last of us 2.
 
More I see videos of this kind of shit happening, i.e. things just popping out of existence or changing appearance when you look the other way, more I get the impression that there is something seriously fucked up with the engine itself. Like, you shouldn't have that kind of shit happening in the first place. I've never experienced stuff like that in other open-world city-roaming games like Watch Dogs, Sleeping Dogs, Saints Rows etc. The question is, why is that stuff happening? Is the traffic completely illusionary, like it's not run on the same physics engine as the rest of the game, just as some sort of backdrop to the actual game? Or can that be honestly a bug? WTF is going on here, anyone?
I think the game just unloads everything outside of the players FOV as some form of optimization, but it's just insanely aggressive. Other open worlds do the same, but they unload stuff like 2 blocks away, not 10 feet away.
 
I guess if you hyped it up it's a disappointment. I'm really enjoying it though. It's been a while since I was up all night playing a game without realizing it.

Driving is awful though. I need to switch to controller when I drive it's impossible for me on keyboard
 
I guess if you hyped it up it's a disappointment. I'm really enjoying it though. It's been a while since I was up all night playing a game without realizing it.

Driving is awful though. I need to switch to controller when I drive it's impossible for me on keyboard
1. Go into Cyberpunk 2077\r6\config and edit InputUserMappings.xml file.

2. Find the section <mapping name="LeftX_Axis_Vehicle" type="Axis" > and lower the values for both keys (A and D). +/- 1.0 are defaults, where +/- 0.8 feels right and +/- 0.5 gives the vehicle too much weight. It should look something like this:


<!-- VEHICLES -->
<mapping name="LeftX_Axis_Vehicle" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_D" val="0.8" overridableUI="vehicleSteerRight"/>
<button id="IK_A" val="-0.8" overridableUI="vehicleSteerLeft"/>
</mapping>


3. Ctrl+S and launch the game.

Should help a bit.
 
I think the game just unloads everything outside of the players FOV as some form of optimization, but it's just insanely aggressive. Other open worlds do the same, but they unload stuff like 2 blocks away, not 10 feet away.

Yes, I know that games do that, and for a reason. What I'm thinking here is that can it really be good even performance wise to have to despawn/spawn and render objects with the intensity we're seeing here?
 
"Poland based and redpilled" something something.
It's like getting the Polish builders in back in the day, at the time it was a ray of sunlight how they all turned up early every day, weren't stopping to drink tea every 30 minutes and the price of the work they were doing for you didn't magically start spiralling upwards half way through the job. Cut to a year later and the plaster is falling off the walls. 😔
 
Yes, I know that games do that, and for a reason. What I'm thinking here is that can it really be good even performance wise to have to despawn/spawn and render objects with the intensity we're seeing here?
Spawning/despawning is a drop in the water compared to rendering 3D models, performance-wise.
My guess is that they put all the money in graphics and 3D modelling since you can't advertise a game for 8+ years with pictures of cutting-edge AI, right?
 
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It's like getting the Polish builders in back in the day, at the time it was a ray of sunlight how they all turned up early every day, weren't stopping to drink tea every 30 minutes and the price of the work they were doing for you didn't magically start spiralling upwards half way through the job. Cut to a year later and the plaster is falling off the walls. 😔
Offtopic but Poland is lately rapidly transforming into the China of Eastern Europe.
 
Honestly, it is not a very bad game.

Its an okay shooter rpg lite with bad ui and bad driving.

But it is nowhere near the hype people have have for it.

It will propably be worth 30 freedom bucks after a dozen patches and a sale and it will be a fun ride.

But it is not Andromeda, Dawn of War 3 or , shudder, Last of us 2.
At this point, I'd be inclined to call it Fallout 4 2.0 and not in a bad way.

I actually enjoyed the gunplay/shoot and loot style of Fallout 4. I spent a lot of hours just stomping around the wasteland and shooting shit. Really easy to get immersed in that sort of experience if you just play like it's a survival game, and make the most of the dialogue system.

Cyberpunk 2077 is quite a bit better on a RP front than Fallout 4, and the gameplay is definitively better for the most part, but the game has several glaring issues right now that make it hard for me to forgive.

1. Performance is fucking trash on last gen consoles—which is what 90% of people are playing it on right now. Fucking 15 frames a second in certain areas in the game. Then there's the bugs. Oh God the bugs. I have played for ten hours and fallen through the map three times. Literally unfucking playable.

2. This is a preference thing, but the game looks Cyberpunk, and sounds Cyberpunk, but doesn't feel Cyberpunk. It feels like GTA in a Cyberpunk setting which I guess is okay for some people. I would have preferred an actual Cyberpunk style story though.

3. This game was in development for EIGHT YEARS. It has no right to come out in this state.

So, if you're playing it on PC I'm at liberty to say it's a 7.5/10 Experience. Worth a play until something better comes out. Consoles 5/10—at least on last gen hardware. Maybe more updates will fix it but I doubt it. I hear the game can barely operate on Next Gen as well so we'll fucking see.
 
Yes, I know that games do that, and for a reason. What I'm thinking here is that can it really be good even performance wise to have to despawn/spawn and render objects with the intensity we're seeing here?
Sorry I'm a little retarded. Yeah surely switching out assets like that would require more processing power, so it's not even an optimization... I have no idea what they were thinking

Also who the hell okay'd this?


This is borderline Hunt Down The Freeman tier voice acting
 
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