Cyberpunk 2077 (CD Projekt RED)
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.Bole




Posts: 225

PostPosted: Thu, 10th Dec 2020 21:17    Post subject:
Does anyone else also have an issue where fps while driving 1st person is like 3 times less than normal and extremly laggy? I cant switch to 3rd person for some reason

@IamAWESOME, any other settings worth disabling that wont take away a lot from graphics experience
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AmpegV4




Posts: 6248

PostPosted: Thu, 10th Dec 2020 21:21    Post subject:
gee makes almost no difference. lol wut RTX ON!!
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PickupArtist




Posts: 9900

PostPosted: Thu, 10th Dec 2020 21:37    Post subject:
https://i.redd.it/90wvvsv4n9461.jpg

rtx on!

penisworks activated
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Blakx




Posts: 386

PostPosted: Thu, 10th Dec 2020 22:08    Post subject:
PickupArtist wrote:
https://i.redd.it/90wvvsv4n9461.jpg

rtx on!

penisworks activated


Those screenshots are killing me Laughing
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SpykeZ




Posts: 23710

PostPosted: Thu, 10th Dec 2020 22:16    Post subject:
Ampee wrote:
Im starting to regret my purchase. Sad


This is why I stopped buying games on release and wait a week to see what impressions are. So far it's saved me a lot of money.

These guys turned into console devs and always find a way to jerk themselves off to it. They started on PC, they were sucessful. I think it was the 2nd one they were bitching about piracy being an issue which is why they had to rely on consoles so much? Then they post a picture how PC pre-order sales that are basically 20% higher. GTFO with that shit.




Last edited by SpykeZ on Thu, 10th Dec 2020 22:18; edited 1 time in total
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AmpegV4




Posts: 6248

PostPosted: Thu, 10th Dec 2020 22:18    Post subject:
Neutral I dont think anyone has come back to the thread to say this game is any good. Wasn't the case with Witcher 3, sure we had bugs and trolling but also people genuinely blown away by the game after 10 or so hours playing.

I have my reservations on this title. It's world where corporations own the world and people live their lives through cyberspace (so basically reality now sans robots and flying cars Laughing ). So far I've heard janky controls and bland repetative side quests, and that was a post from the guy with 10K hours in bethesda games no less. So anyone with 10+ hours in the game, is this genuinely something special in terms of gameplay and story telling?
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lolozaur




Posts: 26310

PostPosted: Thu, 10th Dec 2020 22:27    Post subject:
its not fair to compare it to w3 after so little time in the game; witcher 3 you already knew the chars, setting and other stuff, you were involved emotionally from the previous games etc. Here you dont know anything, everything is new. If you need comparison, do it with the first w1


Last edited by lolozaur on Thu, 10th Dec 2020 22:40; edited 2 times in total
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bryndza




Posts: 412

PostPosted: Thu, 10th Dec 2020 22:29    Post subject:
I think the game is very good though, after playing for about 7 hours.

I didn't have any expectations though, I don't know anything about the genre, basically went in blindly and don't regret it.
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Mister_s




Posts: 19863

PostPosted: Thu, 10th Dec 2020 22:43    Post subject:
@AmpegV4 they've put the detail and writing of Witcher 3 in a cyberpunk game. I think that's a good comparison. I finally have a beast PC, so I can finally say "runs fine here" Smile
The only problem I had technically is my char being bald in the mirror, and I had to reload once because my gun got stuck in the holster. My biggest worry was the shooting, but it's fine if you don't compare it to a proper shooter. The last time I was impressed by a shooter was MP3 though, so my bar might be low. Melee is as average as any other game with melee.

@Prandur you can save as much as you want, it's an RPG.


Last edited by Mister_s on Thu, 10th Dec 2020 22:44; edited 2 times in total
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Prandur




Posts: 2685

PostPosted: Thu, 10th Dec 2020 22:43    Post subject:
To those who are already playing... how's the difficulty? Is it check-point based or save-anywhere? Can you savescum everything by saving and continuously reloading an encounter until you complete it?
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LeoNatan
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Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
PostPosted: Thu, 10th Dec 2020 22:48    Post subject:
SpykeZ wrote:
Ampee wrote:
Im starting to regret my purchase. Sad


This is why I stopped buying games on release and wait a week to see what impressions are. So far it's saved me a lot of money.

These guys turned into console devs and always find a way to jerk themselves off to it. They started on PC, they were sucessful. I think it was the 2nd one they were bitching about piracy being an issue which is why they had to rely on consoles so much? Then they post a picture how PC pre-order sales that are basically 20% higher. GTFO with that shit.

Bad game design isn’t necessarily the consoles’ fault. RDR2 is also a console game primarily.
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DarkRohirrim




Posts: 9901
Location: The Void
PostPosted: Thu, 10th Dec 2020 22:49    Post subject:
blackeyedboy wrote:
TOGGLE WALK solution:

Go into the game and unbind/rebind the key you want to use for your walk toggle if its bind to something else, like Alt for example.

2. Then go into Cyberpunk 2077\r6\config and edit InputUserMappings.xml file.

3. Find the section <mapping name="LeftY_Axis" type="Axis" > at the top and add this at the bottom
<button id="IK_Alt" val="0.4" overridableUI="forward"/> or the value can be whatever you want. It's the speed of your character 1.0 = full. It should look something like this:

<mapping name="LeftY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_W" val="1.0" overridableUI="forward"/>
<button id="IK_S" val="-1.0" overridableUI="back"/>
<button id="IK_Alt" val="0.4" overridableUI="forward"/>
</mapping>

4. Enjoy your new walking toggle on PC.

Source: https://forums.cdprojektred.com/index.php?threads/no-walking-on-mouse-keyboard.11040113/page-6

Cheers for this, made it even better. Add it to both axis and leave it at 0 which is neutral, meaning it won't move you when you press the key you want to bind, but it still slows you down when you press it in combination with WASD. Like this:

<mapping name="LeftX_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_A" val="-1.0" overridableUI="left"/>
<button id="IK_D" val="1.0" overridableUI="right"/>
<button id="IK_LControl" val="0" overridableUI="left"/>
</mapping>

<mapping name="LeftY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_W" val="1.0" overridableUI="forward"/>
<button id="IK_S" val="-1.0" overridableUI="back"/>
<button id="IK_LControl" val="0" overridableUI="forward"/>
</mapping>

https://www.rockpapershotgun.com/2020/12/10/how-to-disable-double-tap-to-dodge-in-cyberpunk-2077/

These tweaks as well and moving around is so much better!


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DXWarlock
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Posts: 11422
Location: Florida, USA
PostPosted: Thu, 10th Dec 2020 22:51    Post subject:
SpykeZ wrote:
Ampee wrote:
Im starting to regret my purchase. Sad


This is why I stopped buying games on release and wait a week to see what impressions are. So far it's saved me a lot of money.



-We don't control what happens to us in life, but we control how we respond to what happens in life.
-Hard times create strong men, strong men create good times, good times create weak men, and weak men create hard times. -G. Michael Hopf

Disclaimer: Post made by me are of my own creation. A delusional mind relayed in text form.
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tjuma




Posts: 542

PostPosted: Thu, 10th Dec 2020 23:05    Post subject:
man it seems like pascal cards really hurt on this game, a gtx 1660 super is ahead of the gtx 1080: https://www.tomshardware.com/news/cyberpunk-2077-pc-benchmarks-settings-performance-analysis

I think in other games a 1660S is more like a 1070 perfomance wise.
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friketje




Posts: 2089

PostPosted: Thu, 10th Dec 2020 23:07    Post subject:
I dunno about the negative comments in this thread.
Is this game perfect: off course not. And there are bugs
But the level off quality in this game. It's something else, it's like nothing ever released. And this is a game for gamers. It's no gta or rdr2 that's a casual game that's so good that it can please a real gamer. It's a true RPG, it's hardcore, it's a pc game first that also has been released on console (like the good old days) but it's made without compromise budget wise. And it's good. Sure you can whine about it but then again, fuck off. Quit gaming if you don't like this.
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LeoNatan
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Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
PostPosted: Thu, 10th Dec 2020 23:13    Post subject:
Yeah, it’s so PC gaem first that it maps keyboard keys to console controller axes. Laughing
The bugs especially ooze of no compromises. Laughing
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blackeyedboy




Posts: 10077
Location: Transylvania
PostPosted: Thu, 10th Dec 2020 23:20    Post subject:
DarkRohirrim wrote:
blackeyedboy wrote:
TOGGLE WALK solution:

Go into the game and unbind/rebind the key you want to use for your walk toggle if its bind to something else, like Alt for example.

2. Then go into Cyberpunk 2077\r6\config and edit InputUserMappings.xml file.

3. Find the section <mapping name="LeftY_Axis" type="Axis" > at the top and add this at the bottom
<button id="IK_Alt" val="0.4" overridableUI="forward"/> or the value can be whatever you want. It's the speed of your character 1.0 = full. It should look something like this:

<mapping name="LeftY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_W" val="1.0" overridableUI="forward"/>
<button id="IK_S" val="-1.0" overridableUI="back"/>
<button id="IK_Alt" val="0.4" overridableUI="forward"/>
</mapping>

4. Enjoy your new walking toggle on PC.

Source: https://forums.cdprojektred.com/index.php?threads/no-walking-on-mouse-keyboard.11040113/page-6

Cheers for this, made it even better. Add it to both axis and leave it at 0 which is neutral, meaning it won't move you when you press the key you want to bind, but it still slows you down when you press it in combination with WASD. Like this:

<mapping name="LeftX_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_A" val="-1.0" overridableUI="left"/>
<button id="IK_D" val="1.0" overridableUI="right"/>
<button id="IK_LControl" val="0" overridableUI="left"/>
</mapping>

<mapping name="LeftY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_W" val="1.0" overridableUI="forward"/>
<button id="IK_S" val="-1.0" overridableUI="back"/>
<button id="IK_LControl" val="0" overridableUI="forward"/>
</mapping>



Would be cool to have a toggle. Holding the button pressed is better than nothing but still annoying. Cool

Also, 0 value for both axis make the side-stepping speed uneven with forward moving, as you move faster left or / and right. It's weird.

Will tweak a bit more and see.


You must preorder your party before venturing forth.™FOV CalculatorAre you mindful today?Women: Know Your Limits!
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VonMisk




Posts: 9467
Location: Hatredland
PostPosted: Thu, 10th Dec 2020 23:28    Post subject:
I can't see this game patched in a reasonable time. Collision detection is shit.
Jenkins in corpo start tripped in my game on flat surface Laughing Jackie got in to some footlockers and fucked them up and then just fazed into the elevator without the door opening. When NPC's are walking I can faze through them when I walk in front of them but they are rock solid when I try to do it from behind

Random t-poses. Car textures streaming like it's Unreal engine. Some NPC move mouths when talk some not.

The keyboard controls are fucked. I have two different keys for crouch because why not toggle it in menu same for sprint. T for unswering calls, F for some interaction, R for picking up bodies. Is it fucking 90's? I can't scroll dialogue with w and s but q and e or scroll That chipset cursor in menus is fucking ugly.

So far good performance on my RX 5700 XT but I played only for hour and a half.


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friketje




Posts: 2089

PostPosted: Thu, 10th Dec 2020 23:30    Post subject:
LeoNatan wrote:
Yeah, it’s so PC gaem first that it maps keyboard keys to console controller axes. Laughing


That's true, controls could be better. But it runs like crap on consoles and it's good on pc (given you have a nvidia gpu 2XXX or better). This game is optimised for pc and not for console and there are so few games that do this nowdays (last two years only microsoft flight simulator was designed with pc in mind as a AAA title)

People that are critical about this game just have delusional expectations. It's just a video game and nothing ground breaking or life changing. But for video game there isn't anything better then this.


Last edited by friketje on Thu, 10th Dec 2020 23:35; edited 1 time in total
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blackeyedboy




Posts: 10077
Location: Transylvania
PostPosted: Thu, 10th Dec 2020 23:35    Post subject:
Something is fucking up badly performance on 1xxx series.

Some damn software ray-tracing / reflections that can't be disabled, maybe.


You must preorder your party before venturing forth.™FOV CalculatorAre you mindful today?Women: Know Your Limits!
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LeoNatan
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Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
PostPosted: Thu, 10th Dec 2020 23:35    Post subject:
It runs 60 fps or native 4K on Xbox Series X.
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LeoNatan
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Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
PostPosted: Thu, 10th Dec 2020 23:37    Post subject:
friketje wrote:
People that are critical about this game just have delusional expectations. It's just a video game and nothing ground breaking or life changing. But for video game there isn't anything better then this.

Laughing Laughing Laughing

Yes indeed, expecting game to be optimized and not have insane number of bugs is "delusional expectations". PC gaeming mustard trace. Rolling Eyes
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Blakx




Posts: 386

PostPosted: Thu, 10th Dec 2020 23:39    Post subject:
DarkRohirrim wrote:

Cheers for this, made it even better. Add it to both axis and leave it at 0 which is neutral, meaning it won't move you when you press the key you want to bind, but it still slows you down when you press it in combination with WASD. Like this:

<mapping name="LeftX_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisX" />
<button id="IK_A" val="-1.0" overridableUI="left"/>
<button id="IK_D" val="1.0" overridableUI="right"/>
<button id="IK_LControl" val="0" overridableUI="left"/>
</mapping>

<mapping name="LeftY_Axis" type="Axis" >
<button id="IK_Pad_LeftAxisY" />
<button id="IK_W" val="1.0" overridableUI="forward"/>
<button id="IK_S" val="-1.0" overridableUI="back"/>
<button id="IK_LControl" val="0" overridableUI="forward"/>
</mapping>

https://www.rockpapershotgun.com/2020/12/10/how-to-disable-double-tap-to-dodge-in-cyberpunk-2077/

These tweaks as well and moving around is so much better!


So much better. Thanks!
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Mister_s




Posts: 19863

PostPosted: Thu, 10th Dec 2020 23:39    Post subject:
I can get a stable 55fps with the RTX ultra preset, but RTX lighting turned off. Thanks Radicalus for the tip. DLSS on auto blurs the image for me, so I set it to balanced. I assume auto is performance mode most of the time. I hope some crazy person will test all the options and make a guide.
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AmpegV4




Posts: 6248

PostPosted: Thu, 10th Dec 2020 23:40    Post subject:
LeoNatan wrote:
Yeah, it’s so PC gaem first that it maps keyboard keys to console controller axes. Laughing
The bugs especially ooze of no compromises. Laughing


Deadset and they had this problem and criticism for Witcher 3, how is this such a difficult problem to solve? Start with the binary nature of keyboard input (snappy animations), then work on acceleration of those animations and movement to suit controllers style input.
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Blakx




Posts: 386

PostPosted: Thu, 10th Dec 2020 23:42    Post subject:
I think the controls with K+M are really bad. You just know they all played it with controller. Not only ingame but also in the menus and in the inventory.


Last edited by Blakx on Thu, 10th Dec 2020 23:43; edited 1 time in total
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LeoNatan
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Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
PostPosted: Thu, 10th Dec 2020 23:42    Post subject:
AmpegV4 wrote:
How hard is it to map
LeoNatan wrote:
Yeah, it’s so PC gaem first that it maps keyboard keys to console controller axes. Laughing
The bugs especially ooze of no compromises. Laughing


Deadset and they had this problem and criticism for Witcher 3, how is this such a difficult problem to solve? Start with the binary nature of keyboard input (snappy animations), then work on acceleration of those animations and movement to suit controllers style input.

So they've gone with the opposite approach which i dont think would work then, controller input with acceleration of 0 > 100 off key press

You have delusional expectations. This is a game optimized for PC and not for console. There isn't anything better then this. Laughing
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Interinactive
VIP Member



Posts: 29445

PostPosted: Thu, 10th Dec 2020 23:43    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 08:34; edited 3 times in total
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friketje




Posts: 2089

PostPosted: Thu, 10th Dec 2020 23:44    Post subject:
LeoNatan wrote:
friketje wrote:
People that are critical about this game just have delusional expectations. It's just a video game and nothing ground breaking or life changing. But for video game there isn't anything better then this.

Laughing Laughing Laughing

Yes indeed, expecting game to be optimized and not have insane number of bugs is "delusional expectations". PC gaeming mustard trace. Rolling Eyes


It's optimised, but demanding for current hardware, but it's ok considering the graphical quality off the game. All big gaming releases have bugs and cyberpunk isn't in a particulary bad shape compared to others, and AAA releases that do have less bugs are way less complex. Certainly cRPG's, all the classic ones were bugged and almost unplayable at release. Considering this is a true RPG, it's in a good state for a newly released title.
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LeoNatan
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Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
PostPosted: Thu, 10th Dec 2020 23:48    Post subject:
friketje wrote:
LeoNatan wrote:
friketje wrote:
People that are critical about this game just have delusional expectations. It's just a video game and nothing ground breaking or life changing. But for video game there isn't anything better then this.

Laughing Laughing Laughing

Yes indeed, expecting game to be optimized and not have insane number of bugs is "delusional expectations". PC gaeming mustard trace. Rolling Eyes


It's optimised, but demanding for current hardware, but it's ok considering the graphical quality off the game. All big gaming releases have bugs and cyberpunk isn't in a particulary bad shape compared to others, and AAA releases that do have less bugs are way less complex. Certainly cRPG's, all the classic ones were bugged beyound unplayable at release. Considering this is a true RPG, the state of release is above avarage.

You are just blabbering buzz words. "AAA", "RPG", "true RPG"

Most games also aren't developed for 7 years. And even "RPG" games with really bad releases, such as Skyrim, Risen, Fallout 4, etc. were nowhere near as bad as this turd. These graphical and animation bugs have little to do with gameplay complexity. A shit engine that is unable to stream assets doesn't care that there are branching dialog trees and weapon stats.

The only other turd I can remember that was really broken on release, maybe even worse than this, was Gothic 3.
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