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Posted: Thu, 10th Dec 2020 21:17 Post subject: |
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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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Posted: Thu, 10th Dec 2020 21:37 Post subject: |
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Posted: Thu, 10th Dec 2020 22:16 Post subject: |
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Ampee wrote: | Im starting to regret my purchase.
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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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Posted: Thu, 10th Dec 2020 22:27 Post subject: |
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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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Posted: Thu, 10th Dec 2020 22:29 Post subject: |
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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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Posted: Thu, 10th Dec 2020 22:43 Post subject: |
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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 🇮🇱
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Posted: Thu, 10th Dec 2020 22:48 Post subject: |
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SpykeZ wrote: | Ampee wrote: | Im starting to regret my purchase.
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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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Posted: Thu, 10th Dec 2020 22:49 Post subject: |
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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
VIP Member
Posts: 11422
Location: Florida, USA
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Posted: Thu, 10th Dec 2020 23:07 Post subject: |
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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
☢ NFOHump Despot ☢
Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
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Posted: Thu, 10th Dec 2020 23:13 Post subject: |
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Yeah, it’s so PC gaem first that it maps keyboard keys to console controller axes.
The bugs especially ooze of no compromises. 
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Posted: Thu, 10th Dec 2020 23:20 Post subject: |
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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>
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Would be cool to have a toggle. Holding the button pressed is better than nothing but still annoying.
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.
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VonMisk
Posts: 9467
Location: Hatredland
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Posted: Thu, 10th Dec 2020 23:28 Post subject: |
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Posted: Thu, 10th Dec 2020 23:35 Post subject: |
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Something is fucking up badly performance on 1xxx series.
Some damn software ray-tracing / reflections that can't be disabled, maybe.
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LeoNatan
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Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
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Posted: Thu, 10th Dec 2020 23:35 Post subject: |
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It runs 60 fps or native 4K on Xbox Series X.
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LeoNatan
☢ NFOHump Despot ☢
Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
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Posted: Thu, 10th Dec 2020 23:37 Post subject: |
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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. |
Yes indeed, expecting game to be optimized and not have insane number of bugs is "delusional expectations". PC gaeming mustard trace. 
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Posted: Thu, 10th Dec 2020 23:39 Post subject: |
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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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Posted: Thu, 10th Dec 2020 23:39 Post subject: |
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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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LeoNatan
☢ NFOHump Despot ☢
Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
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Posted: Thu, 10th Dec 2020 23:42 Post subject: |
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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.
The bugs especially ooze of no compromises.  |
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. 
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Posted: Thu, 10th Dec 2020 23:43 Post subject: |
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Last edited by Interinactive on Mon, 4th Oct 2021 08:34; edited 3 times in total
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Posted: Thu, 10th Dec 2020 23:44 Post subject: |
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LeoNatan
☢ NFOHump Despot ☢
Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
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Posted: Thu, 10th Dec 2020 23:48 Post subject: |
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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. |
Yes indeed, expecting game to be optimized and not have insane number of bugs is "delusional expectations". PC gaeming mustard trace.  |
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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