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OFFICIAL Cyberpunk 2077 Game Discussion

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This games is supposed to be Windows 7 compatible , .."DX12" on win 7. Has anyone tested this to see if it works?
There is a directory in the main game directory that has *.dlls with the name for the folder win7 directx12 something. It should work on Windows 7.
 
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Has anybody full completed 2077 yet. If so how long is the game with all side missions
I did. less than 30 hours i finished it at 30+ something, now i'm at 40...
If you play it like a pro gamer, using vehicles, knowing the map getting all the fast travels, not running for 30 minutes on foot like me getting attacked having to fight the guys off, and after 1 hours making it to the main quest...., or getting owned having to start the mission 10 times over + 5 times the game crashes on the same mission, so basically 15 times starting all over I think with the main story, never skipping any dialog + some side stuff, 20+ hours your done

I don't think anyone should play this in 2020.

Seriously.

There is no point in giving these people your money for a broken product. It's their fault and they already have so many millions of $ let them fix it.
Even with God knows how many performance patches, this does feel very heavy resource-demanding. We need 40 series Nvidia GPU without will come in almost 1 more year or so, to have this running the way it should.
It's not their fault, all AAA games are like this.

You always needed the second-gen NVidia GPU's to play Assassin's Creed titles on high frames. Remember Witcher 3, or any other WItcher....they are all the same. As for the rest.
Both CDPR and Nexus Mods need to work to get this working.
Nexus Mods are amazing, they fixed all the major titles for almost 20 years of gaming now. They are already doing more than the actual developers and they will continue to do so.
In 2021 with new GPU's improvements from the devs and the moders, December 2021 this game will be a gem.....until then
 
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I did the same friggin thing but I was playing as female V and it was another girl. Literally just walked-up to the first joytoy looking person I could find, figuring she'd know what was what on Jig-Jig. Boy did she! But not exactly in the way I was hoping for at that moment.
Still waiting on that amazing massage I was promised.
 
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I did. less than 30 hours i finished it at 30+ something, now i'm at 40...
If you play it like a pro gamer, using vehicles, knowing the map getting all the fast travels, not running for 30 minutes on foot like me getting attacked having to fight the guys off, and after 1 hours making it to the main quest...., or getting owned having to start the mission 10 times over + 5 times the game crashes on the same mission, so basically 15 times starting all over I think with the main story, never skipping any dialog + some side stuff, 20+ hours your done

I don't think anyone should play this in 2020.

Seriously.

There is no point in giving these people your money for a broken product. It's their fault and they already have so many millions of $ let them fix it.
Even with God knows how many performance patches, this does feel very heavy resource-demanding. We need 40 series Nvidia GPU without will come in almost 1 more year or so, to have this running the way it should.
It's not their fault, all AAA games are like this.

You always needed the second-gen NVidia GPU's to play Assassin's Creed titles on high frames. Remember Witcher 3, or any other WItcher....they are all the same. As for the rest.
Both CDPR and Nexus Mods need to work to get this working.
Nexus Mods are amazing, they fixed all the major titles for almost 20 years of gaming now. They are already doing more than the actual developers and they will continue to do so.
In 2021 with new GPU's improvements from the devs and the moders, December 2021 this game will be a gem.....until then
Hard crashes seem to be very system specific... I only had hard crashed because CP2077 + Xbox game bar + 1920 centered on an ultrawide 2560 screen seems to be a very nasty combo for that game.

I don't how it's behaving on other system, but that game just refuse to use NVCP screen ratio settings, I have to manually change the resolution in windows otherwise it's going to stretch the picture.
 
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Hard crashes seem to be very system specific... I only had hard crashed because CP2077 + Xbox game bar + 1920 centered on an ultrawide 2560 screen seems to be a very nasty combo for that game.

I don't how it's behaving on other system, but that game just refuse to use NVCP screen ratio settings, I have to manually change the resolution in windows otherwise it's going to stretch the picture.

This game is bad on ultra wide resolutions and multiple panels. Hell, it took me days to figure out that triple screens caused a variation of the ripperdoc bug where you cannot move the mouse horizontally thus cannot scan Viktor. /smh
 

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I'm glad you guys enjoying the game, but looking at AI, Physics, performance optimization and glitches/crashes that game was released at least a year too early.
I understand that nobody want to wait for another year, might as well deal with it all as is and patch when they fixes come out and I image most of you not looking for just single fast play trough out of the game.
But you can see some silly stuff like car still burning under water or the underwater cat etc :D
 
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I'm glad you guys enjoying the game, but looking at AI, Physics, performance optimization and glitches/crashes that game was released at least a year too early.
No doubt. I'm still trying to figure out who's idea it really was to say "April" at first. Imagine what it looked like then lmao
 
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No doubt. I'm still trying to figure out who's idea it really was to say "April" at first. Imagine what it looked like then lmao
Some of the glitching fits in with the theme of the game.
 
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I'm enjoying the game for sure. performance is fine for me, getting well above 60FPS. No crashes to date. My only beef is that I haven't had the time to actually play much. Every time I get on to play, a friend hits me up on discord or steam and wants me to play something else. Gonna have to go invisible I think.
 

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I haven't encountered any crashes yet (fingers crossed). There are some bugs I have encountered that were annoying, but not bad enough for me to want to quit playing.
 
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My only beef is that I haven't had the time to actually play much. Every time I get on to play, a friend hits me up on discord or steam and wants me to play something else. Gonna have to go invisible I think.
It’s like doing sex...
You can say no!
 
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It’s like doing sex...
You can say no!

I have never been able to say no to sex. I've literly been dead on my feet and if the wife even brushes up against my elbow I'm like, "lets go!"
 
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It’s like doing sex...
You can say no!
Where were you when I was a young adult? Do you know much you would have saved me in lost time and mental anguish? WTF man.
 
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I remember some people saying that Cyberpunk 2077 was going to play it safe, to be politically correct. And then I see this.
2020-12-23_2154_1.png

You can do the crucifixion yourself, while saying some words, but about after 2 hits, I was out, one nail takes too many damn hits. This game just keeps taking me to dark places.
 
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I remember some people saying that Cyberpunk 2077 was going to play it safe, to be politically correct. And then I see this.
View attachment 180770
You can do the crucifixion yourself, while saying some words, but about after 2 hits, I was out, one nail takes too many damn hits. This game just keeps taking me to dark places.
Yeah... never thought I'd be straight up crucifying someone in a game, hammer and stakes and everything. That was... hoooof. It interesting how V can be like Pontius Pilate, as much a victim of the city and its ways as anyone and yet still the one who ultimately sends a man who is deeply remorseful and truly changed to his death. Even in spite of her own wishes for him and her sense of good. And like Jesus, he accepts his fate. He wants to spare others with his display of remorse and pleas for forgiveness, to appeal to the good in people. But at the end of the day it's just a tool for profit and a quick fix for people who are dead inside to feel alive again. Even the people making it don't truly have a choice. The bossy girl is her own person. It's all she can do to dissociate. Cling to some semblance of a human spirit. And you see how it weighs on her, more even than everyone else in the room, who are more visibly distraught.

Somewhere in there is a great metaphor for Night City as a whole. That's evocative worldbuilding if I've ever seen it. It's very shocking, but it's not all shock value. They're telling you a lot about where you are and how far the order of things reaches, just in that one little story. Nobody involved really has any say in the outcomes. Once you are merged into the frayed wires and decay, there is no redemption or salvation. Only death and suffering. Night City will take your highest ideals and chew them to bits. You'll be lucky to keep one piece of yourself intact.

That's kinda the moral of V, isn't it? It's a city full of people who are already dead. He was dead long before he killed a man. V herself is ACTUALLY dead and spends all of her time and energy resisting that, of acting as though she is still alive, no matter where it leads her...
 
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I remember some people saying that Cyberpunk 2077 was going to play it safe, to be politically correct. And then I see this.
View attachment 180770
You can do the crucifixion yourself, while saying some words, but about after 2 hits, I was out, one nail takes too many damn hits. This game just keeps taking me to dark places.
Dark places indeed. The quest where you help River track down his missing nephew, as well as the one where you're hired to investigate the Peralez's penthouse (being ambiguous about them on purpose obviously) were some pretty dark ones as well.
 
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Hotfix 1.06 is up.
Hotfix 1.06 is available on PC and consoles! Here is the full list of changes:

Quests
  • Dum Dum will no longer go missing from Totentanz entrance during Second Conflict.
Console-specific
  • Improved memory management and stability, resulting in fewer crashes.
PC-specific
  • Removed the 8 MB save file size limit. Note: this won’t fix save files corrupted before the update.
 
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Thanks. I have never used Dynamic Fidelity FX before though I have used CAS in reshade in other games.
Would you say my DFidelity FX percentage of 80% (Min resolution) is good enough threshold between quality and performance?

For your hardware yes any lower and and you may aswell just run it at a lower resolution all the time

If I may ask which one would YOU prefer out of the two I posted. I have an old haswell cpu and an rx580 so at the moment no setting works for me (it maybe also that I am reluctant to drop all settings to low/off; sorry not your problem).

Some setting you should turn off or to low
1: Film Grain = Off
2: Motion Blur = Off
3: Screen space Reflection = Low (you could try medium)
4: Volumetric Clouds and Fog + Low
 
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Jhonny set looks great. Although with the hair the glass and the jacket my character now looks like "Michael Jackson 2077"
2020-12-24_0130_1.png
 
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The latest patch gave me my first crashes but a system restart fixed it.
:toast:
 
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So... are we not gonna talk about how absolutely fucking nutty crafting is right now?
I'm only level 2 on my new tech-weapon character and made about 20k ennies in 10 minutes. Turns out the drinks break down into crafting components that sell for more than the drinks themselves. So if you spend all of your money on drinks from every vending machine around V's apartment, break them down, and sell the parts, you come out with like 5x the ennies you put in! Skyrim's got nothin on that...

Best part is, by the time you do it once, they reset. I did it 3 times to make what I made.
 
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This games is supposed to be Windows 7 compatible , .."DX12" on win 7. Has anyone tested this to see if it works?
Win7 user here, it works when it works and not crashes with latest nvidia drivers optimized for dx12 on 7
 
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Display(s) 27" MSI G27C4 FHD 165hz
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The new update is a mixed bag for me. Many things are better, they did more than they said. But there seem to be big problems with memory management... a loop somewhere. That or scripting problems. I'm thinking it might be CPU-related, but not in the way people have been discussing. I've seen similar things playing with bethesda mods and their atrocious scripting system. What I'm observing is that if you have a long enough session, or trigger the wrong things in conjunction, your frame rates will drop and hold steady at an unusually low point. What you see isn't this janky stutter, but more like capping frame rates below 50fps. Just this constant jitter, or maybe 'grit' to the motion.

That's happening more now. And the only fix is to save and restart the game. I lose and gain back 30-40fps that way. So somewhere in there is a memory and/or script-related bottleneck.

For all of the complaints about memory issues, I think it might actually be a scripting problem. Interestingly enough, the most common bug for me is hanging GUI elements. Hover over an item in the worldspace and get its info blip plastered in place on the screen. Mantis crosshairs getting stuck on screen in safe areas. Steps in dialog/animation sequences not tripping. Music loops that get stuck indefinitely. V's "cybersick" effect hanging around forever. None of this being persistent with saves. You can save and reload while it's happening - it will go away. Which makes me think...

This is the kind of stuff I expect with dirty scripts. I've had stuff like this happen tossing stuff together in FO4 just enough to see how it works out, before I go in and put a bow on it. I've also found mods that missed stuff and caused massive dips to shockingly steady frametimes in certain areas, as though they're being capped. That's because all of the stuff happening with scripting has to go before another frame can get tossed. The CPU is waiting for them to either resolve or time out before even telling the GPU what to draw.

Betting that's the case here, too, at least for what I am seeing. Stringing the GUI stuff together in order to test the features that the various elements are meant to call and trigger. It would also explain why a lot of the calulations meant to be shown in the menu are either wrong or absent, and why certain elements don't trigger with the rest, as well as why it sometimes 'hangs' briefly on producing entire layers of the GUI. In other words, the GUI and menu likely were not finished. I doubt their engine is so bad that it has actual memory conflicts that could be capable of causing this. Even Bethesda manages to avoid that. If so, it would always be like that.

It seems like the GUI was mostly finalized and the code is mostly there, but it never got those final cleanup passes. This alone can actually lag your whole game, as various things happening in the world are also controlled by that same system. Pop into the menu, but something doesn't close/resolve or there's a conflict? Bye bye frames, until that script is halted. And it won't unless you shut the game down. Maybe it doesn't happen all at once, but stacks up as you enter and leave the menu more. Just piling up instances that go nowhere. Eventually it hits that tipping point where things have to queue across separate passes and it all goes to shit. Up until then, it's fine.

Can also happen with the BDs, which are obviously full of scripted effects and a total GUI swap (crossing parameters for separate, non-concurrent GUI elements seems like a no-no but looks to be involved.) Take those away, you've got a normal game environment in freecam underneath. If things related to the GUI, or any triggered effects are looping alongside of worldspace and actor scripts, it's hogging whatever compute and memory resources are supposed to be there only for those things... things like light sources, pathfinding, general actor behavior, triggered animations, inventory maintenance, status effects... really so many things. If it's well optimized, it is saving as much as possible for everything else, to ensure better framerates. They're heavy at times, but not the heaviest part of making a game run. So only what is really needed gets dedicated. And yet, due to being early in the chain of things happening, sometimes dirt in the wrong parts of just one script can even lead to conflicts that break everything, and then you CTD.

It's easy to take this for a memory management problem. But in reality, that could be working as intended and you could still have lag among other issues like this. Part of the memory management system deals in allocating oomph and space for scripts to run code and move information. The scripts themselves are upper-level code. In many modern games, the allocation is dynamic and able to be altered by whatever factors it tracks as well as manual overrides in the code, but at any given time there is a maximum amount of resources it will allow all of the scripts running to utilize, usually predetermined based on a set of expectations hard-coded in further down. If it goes over what that system is built to accommodate, they have to start queuing. And these loads are often linear... especially GUI scripts, but also NPC behavior. It's mostly a lot of polling. Even lighting and stuff to do with render distance, weather too... lots of stuff is running constant little checks to plot its next move. So if you have checks and loops not meant to be there piling up, they start forcing other things within the bones of the game to wait, and the result is a soft framerate cap. That is the common culprit... checks that don't get shut off when they should. Waiting by the phone all night long.

So say you load a BD. That's a whole new set of parameters and checks. New data pools that need to be monitored and altered accordingly as things transpire. When nothing happens, they still continue to check for input. Whether they're doing anything or not tends not to influence how many resources they use. If they don't get input, they simply wait for their next pass to check again. What do you suppose happens if you manage to cut the input without first letting those scripts check for a 'stop' parameter and then immediately start running other scripts? They'll just keep on checking, statically eating up resources. If you're smart, there won't be conflicts with the scripts that run after those are left behind and nothing will crash. But because that polling is still happening, you're using more power than the code regulating the allocation is expecting to see. There is effectively less to go around that the game thinks there is. And you essentially have a bum script masquerading as a deeper memory issue. Sometimes, you can make it so these things clean themselves up, but you sort of have to plan for every situation where it can happen to make it reliable.

Of course, I'm not a coder. I've modded just enough to never want to work in a game studio. So I'm just basing this on limited experience modding a much more dated system. But I'm betting this is just as much an obstacle for TW3 modders. And maybe even more of an issue in this game, due to the settings and all of the various things happening. It's a whole lot more heavy duty. The community will have their work cut out for them when it comes to more elaborate mods.

That might take some time to comb through and fix, but compared to other causes, it would be a good thing. As bad and totally broken as it looks in game, it is basically guaranteed to be fixed. The save bug would've been harder and they did fix that. This isn't problem-solving, just routine work that takes nothing but the time and effort needed to iron out. Like sanding a freshly cut piece of wood for a tabletop. Just gotta stand there and do it. Modders might even be able to fix it.
 
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