What did they say?
" Hi,
Thanks for reaching out to us.
Thank you for your feedback, we really appreciate it!
Kind regards, "
That was the response. At least they know about it.
What did they say?
I've already reported LOD issues since those a pretty apparent. However, it is more difficult to ascertain whether or not Cyberpunk has been downgraded on PC with subsequent patches.LOD can be tricky. Lots of things to balance and manage, lots of different ways to get different effects, and lots of ways to break things unexpectedly. Plus, different drivers can react differently to the calls being made by a game to the GPU. Can create weirdness that only appears on certain cards running certain driver versions.
Hence, be sure to report what you're seeing to CDPR Tech Support:
Technical Support — CD PROJEKT RED
Welcome to CD PROJEKT RED Technical Support! Here you will find help regarding our games and services, as well as answers to frequently asked questions.support.cdprojektred.com
Please, be certain that you select the correct platform. Read the appropriate FAQ section to the end, ensuring all suggestions have been followed. If the problems persist, you can use the "Contact Us" link to send in a ticket.
Be sure to include your system (including specs if on PC), a brief description of the issue, and the steps taken to reproduce it (if applicable).
I have a giant quantity of problems with the patch 1.3 on PC, but also with Xbox One S. Some buildings disappear, drops of FPS, and more. With the patch 1.23, Cyberpunk was better.Sorry, the quality of the video is very low.
nine more patches and we have quake 2 graphics...1.1, nine more patches like this and we're playing cyberpunk 2.0
No but seriously, after having had a break from this game I was looking forward to some stability/QoL from this patch and play over the weekend but reading the forums it seems like this patch needs it own hotfix and since steam appears to force me to update I guess the break's extended.
There is no "downgrade".I've already reported LOD issues since those a pretty apparent. However, it is more difficult to ascertain whether or not Cyberpunk has been downgraded on PC with subsequent patches.
I hope CDPR is able to fix those issues and I also hope that the next iteration of the RED Engine will make use of a similar feature like Unreal's Nanite.
Agreed!Yea but "reduce" seems to be an understatement, no? I mean things are disappearing right infront of me, as seen in the two videos. Or here this container:
This is likely driver related. If on PC, please list your complete PC specs, including GPU driver version, and a dxdiag using the 64-bit option. A quick 30 second vid highlighting the issue would also be helpful.Agreed!
I literally see things forming or disappearing just like 20 meters from me when moving, sometimes even closer than that. It ruins the immersion completely.
My guess is that they are overdoing it probably because of last gen consoles, but with that approach they're making the experience worse for everybody else.
There is no "downgrade".
When I create an engine, it will almost always be capable of far more in every area individually than when I am running all parts of the engine simultaneously. An engine is responsible for more than just the graphics. It also needs to run the hundreds of thousands of lines of code that are handling random events, loot tables, scripted world scenes, quest timings, dynamic weather systems, AI schedules, etc., etc., etc. Every part of the game.
Of course, when I am dealing with just the rendering, I can go nuts -- crazy amounts of detail. As soon as I start introducing the other parts of the game, I wind up in situations where I might not be able to pull off quite that much visual fidelity and still have the system resources to make everything else work consistently and stably. Different parts of games like this do not connect like people think they do in their minds. Computer programs do not operate on human logic -- they operate on mathematical logic. These connections are not always going to make human sense. Hence, the number of distant buildings drawing in at a higher levels of detail...might be what's causing a bug that prevents a quest from triggering a flag in its script. The quest may break because the engine is too busy prioritizing LOD. The script gets postponed by the engine so much, that another flag fires first and creates a dead end, or an endless loop. In some other spot, the reason a nearby object receives a corrupted texture is because there are too many dynamic lights and shadows on-screen, and the engine can't make the call it needs to get that texture decompressed in time.
There are a million possible combinations, and a million possible ways for things to break, and a million possible ways to work around them. But it's a balancing act. It doesn't matter if a player has a super-high-end GPU capable of running the game at 4K, 200+FPS. If the engine is not able balance all of the games critical functions, then in order to fix the issue, I need to take from one area and give to another. Regardless of hardware, engines are still bound by their own code. (This is why engines for all games go through multiple iterations and versions, and new engines are created all the time -- to do what prior engines could not do.) Graphics processing is only one cog in a huge machine of moving parts. All of it needs to be taken into account. It's never as simple as saying, "Just do it this way."
So, there's no downgrade. It's optimization to ensure all functions of the game are able to execute properly. This may mean that LOD needs to be dragged in a hundred meters or so. Later on, it may be possible to push it back out again. All depends.
Or, another metaphor for this is: "Just because my Ferrari is capable of doing 210 mph, if I try to take that turn at 210, we'll go off the road an flip. Need to take that at 120 tops." Maximum is not the same thing as optimal.
I have never stated that Cyperpunk 2077 has been downgraded, because as stated above this is difficult to ascertain and would need more testing with different versions of the game.There is no "downgrade".
When I create an engine, it will almost always be capable of far more in every area individually than when I am running all parts of the engine simultaneously. An engine is responsible for more than just the graphics. It also needs to run the hundreds of thousands of lines of code that are handling random events, loot tables, scripted world scenes, quest timings, dynamic weather systems, AI schedules, etc., etc., etc. Every part of the game.
Of course, when I am dealing with just the rendering, I can go nuts -- crazy amounts of detail. As soon as I start introducing the other parts of the game, I wind up in situations where I might not be able to pull off quite that much visual fidelity and still have the system resources to make everything else work consistently and stably. Different parts of games like this do not connect like people think they do in their minds. Computer programs do not operate on human logic -- they operate on mathematical logic. These connections are not always going to make human sense. Hence, the number of distant buildings drawing in at a higher levels of detail...might be what's causing a bug that prevents a quest from triggering a flag in its script. The quest may break because the engine is too busy prioritizing LOD. The script gets postponed by the engine so much, that another flag fires first and creates a dead end, or an endless loop. In some other spot, the reason a nearby object receives a corrupted texture is because there are too many dynamic lights and shadows on-screen, and the engine can't make the call it needs to get that texture decompressed in time.
There are a million possible combinations, and a million possible ways for things to break, and a million possible ways to work around them. But it's a balancing act. It doesn't matter if a player has a super-high-end GPU capable of running the game at 4K, 200+FPS. If the engine is not able balance all of the games critical functions, then in order to fix the issue, I need to take from one area and give to another. Regardless of hardware, engines are still bound by their own code. (This is why engines for all games go through multiple iterations and versions, and new engines are created all the time -- to do what prior engines could not do.) Graphics processing is only one cog in a huge machine of moving parts. All of it needs to be taken into account. It's never as simple as saying, "Just do it this way."
So, there's no downgrade. It's optimization to ensure all functions of the game are able to execute properly. This may mean that LOD needs to be dragged in a hundred meters or so. Later on, it may be possible to push it back out again. All depends.
Or, another metaphor for this is: "Just because my Ferrari is capable of doing 210 mph, if I try to take that turn at 210, we'll go off the road an flip. Need to take that at 120 tops." Maximum is not the same thing as optimal.
I see that different. I consider optimisations only optimisations if and only if there is no visual, nor any other perceivable difference for the player
Um, no. No need to list PC specs, driver versions etc, because we're all seeing this. Grinding through my hardware details won't change a thing.This is likely driver related. If on PC, please list your complete PC specs, including GPU driver version, and a dxdiag using the 64-bit option. A quick 30 second vid highlighting the issue would also be helpful.
Again, send this into Official CDPR Tech Support -- but feel free to post it here, too! (This is almost exactly the same stuff as happened in TW3. It's just part and parcel of dealing with engine changes.)
thats just crappy. They downgraded the game with each patch.watch the video. the video shows the LOD crap that exists since 1.1 ! im so salty !
That was posted in January?thats just crappy. They downgraded the game with each patch.
I'm inclined to agree that it's additional optimization related to last gen consoles, that has spilled over onto PC. Which means that updated mods will likely fix it in the next day or two.Um, no. No need to list PC specs, driver versions etc, because we're all seeing this. Grinding through my hardware details won't change a thing.
EDIT Though on 1.3 I see it MUCH LESS, genuinely. But still, driving through Badlands for example I see small details (rocks, shrubs etc) gently appearing in front of the vehicle.
We're "all seeing changes in the LOD"? Most likely. When changes are made to the engine itself, the differences will be universal (at least on that platform).Um, no. No need to list PC specs, driver versions etc, because we're all seeing this. Grinding through my hardware details won't change a thing.
EDIT Though on 1.3 I see it MUCH LESS, genuinely. But still, driving through Badlands for example I see small details (rocks, shrubs etc) gently appearing in front of the vehicle.
This isn't how it works. Building a game on Xbox is not the same as building it on Playstation. Those two are not the same as building for the Switch. And none of those are the same as building for PC. This is why many, many studios develop for only one platform, or will receive aid from a producer or separate studio to port the game to other platforms. Multi-platform is a ton of extra work.I'm inclined to agree that it's additional optimization related to last gen consoles, that has spilled over onto PC. Which means that updated mods will likely fix it in the next day or two.