No, I don't think that. The point is. Resolution is a diminishing return. And eventually will stopped being cared about.You view yourself as the rule when you are, in fact, the exception.
No, I don't think that. The point is. Resolution is a diminishing return. And eventually will stopped being cared about.You view yourself as the rule when you are, in fact, the exception.
No, I don't think that. The point is. Resolution is a diminishing return. And eventually will stopped being cared about.
Right now I wouldn't trust CDPR to tell me the correct time if we worked in a watch factory.
I think you're just in denial at this point. Look around, research this topic. I'm not the only one saying this. Many journalist and youtube personalities are all saying the same thing. The only way to get this running on last gen is to downgrade the game.With the greatest of respect, your career as a 3d artist is not relevant. One of the ways you would optimize a game for lower spec. hardware would be the reduction of advanced lighting and particle effects. I'll say it again, it is not the hardware, the game has not been optimized for it. Graphical tricks aside, which I was not expecting on my old console anyway, what is the supposed "complexity" of this game that puts it out of reach of the consoles?
That you're right about.Sure, 'cause console players are not mad enough at CDPR, let's cut them out of content too.
Also, missing features are not due to lack of computational power but just CDPR lack of time and/or programming skills. I mean, GTA 3 had a working police system on PS2...
This is what Ubisoft did after the bad launch of Assassins Creed Unity. They gave everyone a story DLC, and for those who had already paid for it, they gifted one of the recently released Ubisoft games.Well, shouldn't the XBO users that bought the CP2077 edition at least get the first expansion for free first?
I think you're just in denial at this point. Look around, research this topic. I'm not the only one saying this. Many journalist and youtube personalities are all saying the same thing. The only way to get this running on last gen is to downgrade the game.
Maybe its me. But the above specs were for the demo, an environment where you want to show the game (part of it) in its best config.I don't think it's like that. I think it's more like the developers got excited, went a little too far to future proof the game, and the poor management didn't catch how far the scope had become beyond last gen capabilities. Digital Foundry, while covering the Night City Wire episodes commonly commented on how they are puzzled how CP will run on last gen (especially XBOX ONE S).
2018 DEMO PC specs - The demo was said to have been running
- CPU: Intel Core i7-8700K running at 3.7GHz
- RAM: 32GB G.Skill Ripjaws V running at 3000MHz
- GPU: Nvidia GeForce GTX 1080 Ti
- SSD: Samsung 960 Pro (512GB)
- Motherboard: Asus ROG Strix Z370-I Gaming
- PSU: Corsair SF600 600W
Cyberpunk 2077 PC specs revealed for E3 2018 demo
I didn't even go to E3 last week, but the sound of the games media's collective jaws dropping over CD Pr…www.rockpapershotgun.com
"Still, given how many journalists were adamant Cyberpunk 2077 must be using some kind of next-gen hardware to achieve Night City's dazzling level of detail - perhaps one of the RTX graphics cards, for instance - I was surprised when I saw the above spec wasn't just running on the now year-old GTX 1080 Ti, but more importantly that it was only using one of them."
Even the PC journalist thought that game was gonna take some serious hardware.
I was warning last gen owners on every youtube video. I kept saying, they're not showing last gen. WHY?! But nobody listened in the end. CDPR should have dropped it plain and simple.
Didn't those same journalists give the game good reviews and failed to actually pick up on the state of the game as they were wined and dined by CDPR prior to release and used to hype the game?
You talk about population density, textures and like that. Next gen console features never mention any of that. Like I wrote, higher resolutions, higher FPS and raytracing new hardware enables, these are next generation features. What MS and Sony and tech press consider next gen features. These features will be available later on this year on next gen consoles according to CDPR roadmap.
You write about IO but nobody is expecting 4k textures on PS4 or Xbox One, that doesn't limit next generation hardware either on console or PC base not having them. I played Gears 5 and other games at 4k just fine despite Xbox One users not having that option. And nobody is expecting them on PC space playing on AMD Radeon RX 470 or nVidia GTX 1060 either. Bottleneck is the same. You talk about hardware, but you don't understand how it actually works with software. Products either scales or you are selling to 1% of market.
You talk about IO but all game stopping bugs has been related to scripted events not working properly, like Takemura call. What the heck has that to do with textures and models? You appear to ignore all feedback from first gen console users that tell that stability and performance has been satisfying after patch 1.06 (stability) and 1.1 for performance.
So I can't but to start question if your approach to this is genuine to begin with.
Do tell me, what are these magic NPC's without textures? Note NPC's also apply to traffic and such.It doesn't matter how many ray-tracing enabled cards there are out there, since you don't need one. I'm running on a GTX 1070, and the game runs solidly and looks exceedingly good.
I didn't mention population density.
They did did fix that with having lower resolution textures and less population density (which also counts toward lower poly count) on first gen consoles. No magic, no hand waiving. CDPR is simply much better at solving this kind of problems than some random on forum, despite their background.For the rest: there are solid physical limits on what computer hardware can do. I have been building complex software systems for thirty-five years now; I understand a wee bit about this. The newer consoles have substantially more capacity in a number of key areas. Comparing PS4 to PS5, the newer console has
It also has twice the CPU power and two and a half times the graphics processing power, but those aren't the big deals. The big deal is I/O, as I said before, and with (at best) only one fiftieth of the I/O bandwidth of a PS5, it's no wonder the PS4 can't cope.
- twice the RAM;
- twice the memory bandwidth;
- between 50 and 90 times the I/O bandwidth.
You can dodge along with textures that are only half the resolution, yes; but you can't dodge along with textures which are only one fiftieth the resolution. But it's worse than that, since we know that the assets required to render some scenes exceed 8Gb, which means they cannot all fit in PS4 memory at once, even if they could be loaded in fast enough.
Computers are not magic. They are machines. They have inherent, hard, limitations. You can't fix this with hand waving.
You talk about IO but all game stopping bugs has been related to scripted events not working properly, like Takemura call. What the heck has that to do with textures and models? You appear to ignore all feedback from first gen console users that tell that stability and performance has been satisfying after patch 1.06 (stability) and 1.1 for performance.
You are ignoring context here and feedback from first generation console users. You have done this several times.The Takemura call bug is trivial. Yes, it ought to have been caught in testing, but games, because of their extreme complexity, are very difficult to write full test suites for. And yes, there are a lot more of these tivial bugs than they should be; but they are bugs of a very different order to bugs which are caused by the physical limits of the hardware.
How CPDR solved this on first generation consoles, like mentioned in topic earlier, is that there's less population, less NPC's so less IO load on those consoles.
You refer to magic, yet from economical standpoint what you claim is impossibility to be made profitable. You don't understand or are ignoring way CDPR actually solved bottlenecks. You refer the bugs on console base, that console owners haven't reported. Sorry, but you come out like someone with an agenda, with no realistic solutions.
Like I said, context. IO load is due textures and polycount, in general how much is rendered to begin with. CDRP solved the problem.Yes, dear, I know that. But you said the I had mentioned population density. I had not. It was not something I had mentioned.
Cyberpunk 2077 was not withdrawn from Sony PSN store due it being unplayable but because Sony's toxic refund policy. It will sell a lot more once it's back in store. I noticed that on Xbox sales numbers are available only for physical copies and doesn't include digital downloads.According to industry analysts, 80% of all sales of Cyberpunk have been on PC. Therefore all consoles are only 20% of sales, and old consoles are even less than that.
Is it really worth spoiling the game for around 10% of sales (especially when you consider that Sony/Microsoft will be be taking a large share of that 10%)? In my opinion, CD Projekt should never have promised the game on older consoles. It was surely obvious that it would not run well. After all, they specify SSD in the minimum PC requirements for a reason, and that reason is I/O bandwidth.