Cyberpunk 2077 Grieving Thread

I'm having a ton of fun with cheesing the high-level crimes downtown. I managed to get tons of cash from some of these by stealthing to parked cars, picking up the evidence for the job completion, and running over the guys with the car I stole before they totally ventilate me.
I love how the city looks, especially downtown and japantown, but the driving itself need to be overhauled in a dedicated patch or as part of an expansion. I get that mouse and keyboard isn't an optimal setup for car controls, but a way to lock my car at a certain speed till I hit W/S would be a start. And actual drift control is a must. Using the handbreak is a dangerous move with how these cars control as is.
Edit: The other big thing this game needs imo is an overhaul to stealth. It needs to be more punishing, the countdown till you're detected is to lenient, and the AI being dumbasses as of now isn't helping.
 
During a gig mission I had to break into a warehouse to steal a truck. The warehouse was crawling with rice niggers that killed me easily. As a last resort I ran past them and into a room where I crouched with a shotgun as they politely came in single file for a point blank head shot. The AI thought to throw a grenade once. Unfortunately that's where its strategy ended.
 
Was not my intention. I was trying to give her silver hair but it looked green.
I went with red and purple and a cute face. Biggest tits, and no girl cock.

But a mans voice, because it always makes me giggle. Also, gender is decided by voice in game.
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
See, this is how you make a hit game. Get internet personalities to cameo in it. That said, if I ever make a game where there is a chance to put in a radio show, I would try and get metokur to do it and just write up a bunch of crazy in universe conspiracy theories for him to read lol.
 
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?

This really reinforces my belief that something's massively fucked up in their occlusion/distance math. Normally you have a couple lod distances for models and a short / long cutoff distance to tone down behaviors when they won't matter. Beyond long cutoff, things despawn when out of view and you can half-ass animations because things are barely visible or aren't at all.

So let's assume the long cutoff is set to like 5 feet instead of 500 because cdpr fucked up or was debugging draw settings and forgot to set the cutoff back to its proper distance.

You get in trouble and the game tries to insert cops at the edge of visibility to come chase you, but instead of spawning at the edge of visibility the cops show up right in your face.

Cars despawn when you look away from them and respawn as other cars because they're intended to be so far away when this happens that you wouldn't be able to track them individually.

In one of the videos in the last page an npc gets punched and runs off screaming about the player being crazy. You'd expect this behavior from others nearby but instead almost every npc goes into the same bad-looking panic crouch when exposed to threat as it would make sense to do so if you heard gunshots from a couple hundred feet away (logically one of the only threat signals that could travel that distance) and weren't aware of the source.

The gross model rendering bug gets explained by this too: the game doesn't see a need for anything beyond lod models at a distance beyond the long cutoff, but the player can close the distance to the npc so quickly that it can't get the proper models loaded fast enough to avoid drawing the lod for a few seconds.

Whenever something visual fucks up in this game, ask yourself if the behavior you're seeing would be appropriate if it was happening a thousand feet away.

E: It should be really easy to check if this is what's going on as soon as someone figures out how to enable the dev console.
 
Last edited:
Could someone please attempt to explain why PCs with top of the line GPUs are struggling to run this game at 60 fps or above consistently? because that should NOT be a problem for even a mid range gameing rig.
 
Why does this Alanah Pearce chick matter? Another 2 cent US celeb or Pwedie copycat? Help the palinka squatter out here.

The game is not bad but yeah it is a bit underwhelming for its cost and development time.

I do wonder why fans hype it up so much, though. The sheer rage is put of proportions, but maybe its the money that stings for some people?

I mean its like the Magapedes who thought Trump would nuke every non white country, or how progtards will fall flat on their face when Biden does not institute communism instantly with 9 gorillion dollar reparashuns and marry Bernie.

What was it about this game that got people to swallow the marketing not only hook, line, but all the way to the handle of the fishing rod?

Because it looked 'rad' ? Graphics don't make a game. In fact Minecraft proved that it can be eye wateringly ugly shit looking and still get successful with zero effort in the modeling and texture department.

Last of us 2 showed that even the prettiest graphics turd is a turd.

Could someone please attempt to explain why PCs with top of the line GPUs are struggling to run this game at 60 fps or above consistently? because that should NOT be a problem for even a mid range gameing rig.

I can run it on my on my 8 year old pc.
Most likely shitty optimalisation. Has been a trend lately with games. That or a memory leak.
 
I'm having trouble getting the CDPR in game rewards. My gog and Xbox is linked. I had to use QR code that was on the main menu screen on my phone to log into gog. But the items aren't in the stash in apartment where they should be

I also did a sidequest, turned it in. Got the XP for it and its showing I can do it again.
 
Honestly, the lack of face/hair customization after you exit character creation is very telling of just how rushed this game actually is. I still can't believe that in a game about augmentations, modifications and downright body replacement there is no way to change something as simple as your nose or your fucking eyebrows.

And let's not even talk about that atrocious character creation menu, with the confusing and uneven yellow light and misleading hair colors that look completely different in the actual game.

Anyone knows if there are save editors or CE tables that can be used to edit your character?
 
Cars despawn when you look away from them and respawn as other cars because they're intended to be so far away when this happens that you wouldn't be able to track them individually.

Not only that, but they seem to also respawn in numbers completely different than what they were before despawning. But all in all I think you're right, I just can't for the life of me understand why would anyone release the game in such a state? Or are the people at CDPR really so careless that they didn't do one last release test run of the game just before letting it out to see this one very obvious and glaring fault in the settings?
 
Or are the people at CDPR really so careless that they didn't do one last release test run of the game just before letting it out to see this one very obvious and glaring fault in the settings?
I'm convinced that 90% of game developers these days don't even play their own damn games first before releasing them.
 
1. Performance is fucking trash on last gen consoles—which is what 90% of people are playing it on right now.
Just want to say I don't think that's true, like 70% of pre orders were on PC, so I think the playerbase is going to be fairly evenly split. Witcher 3 sold extremely well on PC as well.

Edit: I didn't just sell extremely well, witcher 3 had more sales on PC than on PS4 and a lot more than on Xbox.
 
Last edited:
  • Thunk-Provoking
Reactions: ThatOneLurker
Just want to say I don't think that's true, like 70% of pre orders were on PC, so I think the playerbase is going to be fairly evenly split. Witcher 3 sold extremely well on PC as well.
Pre-orders, sure. But not everyone pre-ordered this game. I didn't. There are one hundred million people on this Earth who readily own a Playstation 4. I bet that number is even higher for Xbox. If we're going to assume that PC sells are higher than consoles, that literally means hundreds of millions of potential buyers don't want the game. The console market is just that insanely huge, that if even just 10% of the market for either console decided to have any interest in the game, it would blow PC sales out of the fucking water. Granted, it's almost a complete split between PC players and Console players, but at least fifty percent of all sales will be on consoles. So maybe some hyperbole involved, but at least half the sales are going to be from consoles. There wouldn't have even been an Xbox One/PS4 launch if CDPR didn't think they wouldn't miss out on a huge number of sales by waiting until the game was optimized properly for next gen.
 
  • Disagree
Reactions: Zero0
Not only that, but they seem to also respawn in numbers completely different than what they were before despawning. But all in all I think you're right, I just can't for the life of me understand why would anyone release the game in such a state? Or are the people at CDPR really so careless that they didn't do one last release test run of the game just before letting it out to see this one very obvious and glaring fault in the settings?
This could be an issue of a single variable in an .ini file being wrong. History repeats itself.

The cars respawning in different numbers also makes sense from a tech standpoint.
So if I was modeling traffic in a city and needed dynamic cars I'd just have Houdini crap out a graph of paths when it was building my map and then slice the paths up into spaces slightly bigger than a car. Every few seconds I'd have each car check if the space in front of it was somewhere it could move (with lots of conditions for traffic lights, turns, etc) and if not, defer to some other routine to actually move the car into the space. Nice, fast, clean, offloadable to the GPU or threads, blah blah technical shit not relevant but what is relevant is the car-sized spaces : You can drop a player anywhere into this map of paths, iterate through the visible spaces and randomly plop cars into them and you're guaranteed to have a map of traffic that's flowing in the right direction and not colliding with itself.

Combine this with the assumed draw distance fuckery and you get the schizophrenic bullshit in that last video with cars regenerating furiously.
 
Back