It's been a year since the release. Thank you for all of the support and passion you've given us!
Here's to you!
I didn't care and still don't, but you kept badgering me about it is all. The crux of this was that he shouldn't have said that. I mentioned that gamers were in the wrong as well. I'm not 'ooga booga CDPR' like you're behaving. The media exaggeration. Fuck yeah, of course they do. All media does this, even the media that says it's 'not like those other' media. I only referenced that video because I don't know what stream it's specifically from.
I get ya now. Yeah. I'm not sure what's happening exactly either. If you plow through a sizable crowd; It's not uncommon you'll see at least one NPC stretch out- bend-and then wizz into the distance like a rubber band. If your vehicle hasn't flipped over before that.
I think a clear example of something that's not a useless feature, but grasping beyond reach would be the GI system. If it weren't broken(I'll grant, and personally think, there could be any number of reasons for this) it would look stunning. Perhaps this is the best it can look. Ewww. Jiggering the Json didn't do anything beneficial, and I could only gleam scarce clues from the massive archive dedicated to it. If it weren't the way it is; it would be the most gorgeous GI system to date. That's not what happened though.
If you check out Mafia Definitive Edition; It has an internal path tracing GI system. A very good near/far AO system, and it uses SSIL for interior bounce. Does it have problems? Yeah. The denoising is obvious in low light situations, sometimes the diffuse lighting needs a second to calculate, the system bleeds at certain distances, etc. It works though, it's beautiful, and *importantly* it's cheap(you can adjust the setting yourself as well). I can't say for certain CDPR should have done something like this, but I feel like it would have been less a challenge for the technical artists and other engineers... and it would work. CDPR has several hundred employees, while the Mafia guys are a AA developer these days. Its not wild to conclude CDPR probably could've made a system such as this more perfect, now they'll have to try to perfect what's here instead. I dig it though. If they can get it to work right, that would be spectacular.
Mafia is a fairly decent game by the way. It is a 'movie' game, it's very linear, but I enjoyed it. It's not a simple reskin of the classic either, it's a proper and well made remake. I'm impressed. You can even adjust the difficulty of police and driving also. One is gamey simple while the other is 'simulation' quality. Drive erratically - a witness may call the police, or the police may see it; On your ass. Run a signal or sign in front of them? On your ass. Speeding in front of them. On your ass. Police will arrive at the scene they're called to, if they don't have a description you can even drive/walk beyond them. If you stick around and make yourself obvious, like waving a gun around, they're on you. The stealth was surprisingly functional for a not stealth themed game. Ai ain't that bad, too - It's not fear or stalker, but nothing is, and we're yet to see if even Stalker 2 will live up to it's lineage.
Yeah, I stopped after II. I rented Unity but didn't have a chance to play it then just bugged out. I picked up the Unity/Origin bundle recently for 8 bucks. Gonna check them out here in a bit.
Yep, these cars are beautiful. I certainly get why you would want everyone to see them and find one, or two, or ten of them to own and love. I can't even say my idea would work, or be good, it would probably be a gameplay tangent that gets panned because it's complex mini-game itself. I'm just farting in the wind.
No, this is internal GI - meaning it's not an external software implementation. There are certainly problems with RT, especially after 1.31, but that's for another time. GI can only be turned off with ini edits in 2077, and doing so gets rid of the 'normal goop' but then exposes problems in the distant shadows system. In case you feel roused to ask or jest; No, it's not a geometry issue. If it were then the normal goop would be there regardless of the time of day, these problems are almost* entirely alleviated during the night, and it would not respond to ini or json tweaks. It's a systemic problem. It's likely another victim of tearing things up once they remembered this game needs to work on old hardware as show time approached, because one of the team leads bragged about how beautiful it was around summer 2020. Womp.Aye if you're referring to the RTX path tracing GI sure it's out of whack, I think due to the fact that it's implemented on top of their own rasterized dynamic time of day going on (which has it's own flaws with levels adaptation and what not).
Seems like the RTX features were a last minute addition and it shows in the implementation.
I've experienced a few games with the screen space global illumination feature and besides it taking a bit to adapt to the camera movement and the overall granularity, it can look stunning I agree.
As for the difficulty settings from Mafia DE, those were present in the original Mafia, it's what made me stick to it coming from GTA.
I loved what they were trying to achieve with Mafia back in the day and Mafia 2 was amazing overall.
No, this is internal GI - meaning it's not an external software implementation. There are certainly problems with RT, especially after 1.31, but that's for another time. GI can only be turned off with ini edits in 2077, and doing so gets rid of the 'normal goop' but then exposes problems in the distant shadows system. In case you feel roused to ask or jest; No, it's not a geometry issue. If it were then the normal goop would be there regardless of the time of day, these problems are almost* entirely alleviated during the night, and it would not respond to ini or json tweaks. It's a systemic problem. It's likely another victim of tearing things up once they remembered this game needs to work on old hardware as show time approached, because one of the team leads bragged about how beautiful it was around summer 2020. Womp.
I think I may commented on that in this very thread perhaps. I did somewhere. Anyway, looks like ass but not the end of the world. I can see what they wanted to achieve. I hope they get it to how they imagined.
Mafia isn't using SSGI for their indirect lighting, it's real path tracing. However; it's notably lower quality than a title that implements RTX for people, like me, who inspect this stuff. It's fast and pretty though, Never dropped under 60FPS and even topped the game off with some color grading (Not shown, references are Vanilla). Omit the source from the screen and it still bounches light around the area. Denoising is quite pervasive indoors and in low light environments. Day time open-world - It's a real treat.
That's what I wrote, though in detailed manner. What comes to increasing streaming performance on OG Xbox and Xbox One X via SSD, there's no hardware site that has been able to measure any improvement there. I'm aware of forum discussions, not only here but some other places making claim that SSD has positive impact on those platforms, I have never seen anyone ever to be able to repeat that experience, what I have seen on other forums is pissed of customers complaining how SSD they put their money, didn't improve streaming performance after all. It's worth a note that SSD that these discussions related to SSD improving streaming performance has revolved a lot around drives from two manufacturers specifically, that I wont mention here.They both suffer from slow SATA II connections which limits the bandwidth of the SSD regardless, I'm sure they both use USB 2.0 as well which further limits the SSD transfer capabilities if it's external.
Although I've read a few reports that the streaming issue is slightly better on the old consoles with and SSD involved.
But take it with a grain of salt as I don't have first hand knowledge here.
That's what I wrote, though in detailed manner. What comes to increasing streaming performance on OG Xbox and Xbox One X via SSD, there's no hardware site that has been able to measure any improvement there. I'm aware of forum discussions, not only here but some other places making claim that SSD has positive impact on those platforms, I have never seen anyone ever to be able to repeat that experience, what I have seen on other forums is pissed of customers complaining how SSD they put their money, didn't improve streaming performance after all. It's worth a note that SSD that these discussions related to SSD improving streaming performance has revolved a lot around drives from two manufacturers specifically, that I wont mention here.
What comes to PC pace, only thing impacting AMD CPU side AFAIK is a new scheduler in Windows 11 that didn't work out as intended. Don't know if that's been patched since.
Now I don't know what kind of tricks CDPR pulled with their engine to make CP 2077 work on Xbox and PS but I didn't believe it could be done.
That said, I wrote this as general statement to inform active forum users like you and passive ones lurking in these topic. Giving bad information, even vague information regardless of good intentions doesn't achieve anything positive.
Also in general, hardware on platforms won't change no matter how much people discuss about that. If anything could be said is that different versions of Xbox and PS combined, they have at least 7 more or less variants of console platforms to support in console space. Yet those hundreds of thousands sold units on console were what brought production of CP 2077 on black and contributed further to their margins in past year, as CP 2077 sold like hot cakes after being reintroduced in PS store. This is important as adaption of next generation consoles, regardless of manufacturer, has been negatively impacted due chip shortage.
This appears to be topic where anything goes and for me this is about celebrating CP 2077 and something I have been thinking is how for me game kept it's quality in terms of writing after Nocturne Op 5 regardless of ending. There's conversations in Aldecaldos camp, meeting with the board, certain details about Rogue. (Don't Fear) the Reaper relies to actions but that is to be expected.
I just want to know when the Xbox Series X update is coming out. Please let us know!View attachment 11267680
It's been a year since the release. Thank you for all of the support and passion you've given us!
Here's to you!
Like I wrote earlier, PS4 Fattie at least, doesn't have disc controller I/O bottleneck, I don't have information about two PS4 releases with slightly different hardware spec. Also what I wrote earlier in Xbox space bottleneck is due MS design.Addendum, I'm referring to the base PS4 performance here, the issue could be different on the Xbox One but I just can't see why that would be the case since it's the same manufacturer.
I didn't follow the hype and was active in trailer and such breakdown topics about a year ago. The whole cut features discussion is not what I'm going to participate, they always ended up being wild goose chases or trailed to highly subjective grounds. There's case of cloaking cyberware and that we got months ago.It's also very likely the cause of the rushed release and half implemented/half cut features that suffer because of the optimization process.
Q1 / 2022 is current schedule.I just want to know when the Xbox Series X update is coming out. Please let us know!
Soooo... Here's the thing, strap in for a sec btw. Some artifacts are within the GI system itself and some are a result of interacting with the Distant Shadows system. These may be a result of hacking things to get it to run, piece-mealing engine solutions on the fly while making the game, or just someone insisting this had to be in the game and they couldn't solve these issues so we're stuck with this crap until it's fixed.. or not. These systems are interlinked and work together, just not well a lot of the time. GI softens the darkness of Distant Shadow occluder boxes, while Distant Shadows restricts areas where the GI shouldn't be... at least it's supposed. Neither appear to work in a visually appealing manner much of the time.Holy cow, I always suspected that it was their own internal GI solution but I had my doubts because it looked half baked and a global shadow map applied overall which I was suspecting was the root cause of the shadowing shenanigans (like when you meet Jackie at the food stand in front of the megatower there's a shadow glitch that slowly creeps up as the time of day changes, it looks like flickering strips of light on the ground).
Super interesting to say the least and explains why fixing the adaptation levels is not a straight forward tweak, I've seen a few mods attempting this by either using reshade or adjusting the top and bottom levels, but they make everything else seem washed out.
I'm now curious as to how many layers of dynamic shadows and penumbras are being applied, might explain the rough cut offs, is it shader or mipmap level?
And no wonder it all breaks if you disable it considering the top levels of brightness and adaptation, I bet it just goes nuclear in the day time.
Dunno about those. I already played GoW on PS4, the improvements aren't enough to buy it again. I did see something about diffuse light and AO updates, but such minimal icing on the cake isn't work the ask imo.Oh that's pretty cool, so they have a minimum bounce to improve performance and use some sort of granularity filter to smooth it out, if I'm not mistaking God of War and Forza Horizon 5 do a similar thing with indirect lighting and ambient occlusion.
Again, maybe that's what happened. Hopefully that's what happened. If this is the way it is because of capacity, intellect, or standards; It's gonna be a bumpy ride.Oh man this makes me wonder how much better Cyberpunk would have looked if they didn't have to hack away at their implementation for performance reasons.
That's hard to imagine someone could play this game and not look around themselves. It's not something that can go unnoticed in a game where the graphics are a significant selling point. You are begged to explore the city. Grab that person by the neck, like a dog, shove their face into the screen and rub their nose in it.Intereseting read. Remember you explaining these lighting issues earlier. Can't say I understand everything here, but can only hope this GI problem gets fixed at some point. Strangely enough, if this is indeed an internal problem, some people claimed already that they didn't experience any of these. I on the other hand had TONS of these ugly monsters on many many surfaces, and quite often much more severe (no RTX on my end though).
View attachment 11267680
It's been a year since the release. Thank you for all of the support and passion you've given us!
Here's to you!