maybe I'm being kotaku_slowpoke.jpg but CDP is hiring 60 people to work on Weeweepunk. Probably for the DLCs, but they might end up doing the other stuff mentioned above like "rework of the police system, transmog, barbershops etc". I'd rather have a better loot system than more beards to pick from, but people want what they want.
https://www.aroged.com/2021/10/16/cd-projekt-red-will-hire-60-more-people-to-work-on-cyberpunk-2077/
Mods? I have one such mod (last updated 17 Dec 2020, thanks a lot) installed. It's an .ini value and so far I am not convinced it does anything.Thre are already mods that include LOD at distance.
If you're talking about your hologram bug, I was merely speculating that it might be the result of a new frustrum culling bug, not draw distance. What you described sort of reminded me of a Fallout 4 mod I tried where some objects were blinking out while they should've still been visible near the edge of the screen, and I thought that maybe their bounding volumes were smaller than the visible meshes, but that was all an educated guess, at best.Gargaune , is it theoretically possible that the viewing distance can be restored with modding engine values alone, or is it possible that it will also require using assets from an older game version? Can you tell what approach they took when downgrading?
I don't have my own screenshot evidence, but there are people reporting draw distance being reduced, and complaints began nearly after the first hotfixes: https://forums.cdprojektred.com/index.php?threads/stop-decreasing-render-distance.11078156/ (Jan 29, 2021). There are similar complaints on reddit and here too.If you're talking about your hologram bug, I was merely speculating that it might be the result of a new frustrum culling bug, not draw distance. What you described sort of reminded me of a Fallout 4 mod I tried where some objects were blinking out while they should've still been visible near the edge of the screen, and I thought that maybe their bounding volumes were smaller than the visible meshes, but that was all an educated guess, at best.Gargaune , is it theoretically possible that the viewing distance can be restored with modding engine values alone, or is it possible that it will also require using assets from an older game version? Can you tell what approach they took when downgrading?
But I have no idea whether CDPR's been messing with the culling or the hologram asset or if it's something else entirely, nor how far modders have dug into REDengine functionality. The only confirmed "downgrade" I brought up is the one where devs broke surface reflections in 1.3, which they then fixed it in 1.31, but still missed some affected assets.
If you're talking about draw distance in general, Perkel's probably right, I don't see any reason why CDPR would go the extra mile of hardcoding a downgrade on top of an existing .ini variable. Did they reduce draw distance on PC, is that a definite?
Talking pure hypotheticals? Take something like draw distance for lights, that's something that's subject to revision and you therefore want to control (and they did, if you're right that it was downgraded). And any programmer that just wrote that as number in the code would get a right bollocking, it's gotta be defined as a variable either in the source or in an external config file. If it's in a config file, "modding" it is obviously easy, if it's in the source it gets more complicated - is it read as a data type or fetched through a function, what's the visibility access, I just dunno.I don't have my own screenshot evidence, but there are people reporting draw distance being reduced, and complaints began nearly after the first hotfixes: https://forums.cdprojektred.com/index.php?threads/stop-decreasing-render-distance.11078156/ (Jan 29, 2021). There are similar complaints on reddit and here too.
The so called Draw Distance Boost mod (https://www.nexusmods.com/cyberpunk2077/mods/238?tab=posts&BH=3) seems to increase the rendering distance of geometry and shadows, but I wonder if there are separate variables for other types data - lights, characters, etc. I can testify that even with the mod, there is still significant pop in of geometry and shadows when driving.
I was wondering if there are engine variables that can be fished out by trial and error with the CET, or is it possible that some of the configuration is hardcoded. What does your educated guess say?
Pretty sure that's an insult."you are V"
Thanks. I was wondering, based on your experience, how likely is that these values might be accessible through scripting. There is one comment I saw in the Draw Distance mod's discussion that prompted me to ask this. One guy says:Talking pure hypotheticals? Take something like draw distance for lights, that's something that's subject to revision and you therefore want to control (and they did, if you're right that it was downgraded). And any programmer that just wrote that as number in the code would get a right bollocking, it's gotta be defined as a variable either in the source or in an external config file. If it's in a config file, "modding" it is obviously easy, if it's in the source it gets more complicated - is it read as a data type or fetched through a function, what's the visibility access, I just dunno.
Now, the reason I don't stop at "if it's in the code, no soup for you" is actually the Bethesda example. You've got the Script Extender which, if I recall correctly, was based on decompiled code back in the Morrowind days, and because Bethesda doesn't make huge changes as they progress, every time they launch a new title the author just fills in the blanks. How it works is that the SE reimplements internal functions that were not included in the public Papyrus API, which then allows modders to overload or extend the scripting functionality that was available to Bethesda's designers. And while the SE is ostensibly a content scripting interface, you've had engine-relevant fixes roll out on it, e.g. Fallout 4's High FPS Physics Fix or Buffout 4.
On the face of it, Cyber Engine Tweaks seems to be Cyberpunk's own SE, but I don't know how it's done or how far it reaches, I haven't looked into it beyond the Readme and a Windows Defender scan. If it has similar capabilities and if your relevant functions are accessible, if might be able to override those hypothetical source-level light draw distance values. But I'm working off a lot of guesses here.
GameOptions.Set("Rendering", "DepthPrepassDistanceFactor", "24")
Thanks. I was wondering, based on your experience, how likely is that these values might be accessible through scripting. There is one comment I saw in the Draw Distance mod's discussion that prompted me to ask this. One guy says:
https://forums.nexusmods.com/index.php?/topic/9402743-draw-distance-boost/page-30#entry99115298
"I have looked around a bit but haven't really been able to find anything of use. You can use CET to dump all the game options and also use CET to edit it on the fly like so:
Let us know if you do find anything."Code:GameOptions.Set("Rendering", "DepthPrepassDistanceFactor", "24")
No one reported further on that, so I'll try and see if I find any options that let me reduce the annoying pop in. I'll have the time to do it later, but was already curious.
I knew it that the green lights were turning on automatically as soon as I reach the intersection and now I can turn it off. I wonder if it will break the AI traffic.Traffic/UncrowdOneLaneRoads = true
Traffic/UncrowdMultiLaneRoads = true
Traffic/GreenWaveLength = 200.000000
Traffic/MinTimeBeforeGreenWave = 7.000000
Traffic/MaxTimeBeforeGreenWave = 10.000000
Traffic/GreenWaveAveragePredictedCarSpeed = 10.000000
[Streaming]
DistanceBoost = 42.000000
Streaming/DistanceBoost = 42.000000
Streaming/ObserverVelocityOffsetEnabled = false
Streaming/ObserverMaxNonAirVehicleForwardVelocity = 20.000000
Streaming/ObserverMaxOnFootForwardVelocity = 5.000000
Streaming/ObserverMaxAirVehicleForwardVelocity = 0.000000
Streaming/Culling/AutoHideDistanceNear/Enabled = true
Streaming/Culling/SecondaryRefPoint/Enabled = true
Streaming/Culling/VisibilityQuery = true
Streaming/Culling/VisibilityQueryActivationDistanceBoost = 40.000000
Streaming/Culling/Strict = false
Streaming/Culling/ForceSSDMode = 0
Streaming/Culling/Enabled = true
Streaming/Culling/StreamingQueryRoadDataMaxZOffsetAbove = 5.000000
Streaming/Culling/StreamingQueryRoadDataMaxZOffsetBelow = -0.500000
Streaming/Culling/OnlyIfSingleObserver = true
Streaming/Culling/StreamingQueryRoadDataMaxNN = 5
Streaming/Culling/NonAirVehicle/RoadInterpolation/StraightConnectionRoadToRoadAngle = 20.000000
Streaming/Culling/NonAirVehicle/RoadInterpolation/StraightConnectionVehicleTurnAngle = 45.000000
Streaming/Culling/NonAirVehicle/FakeTotalRoadWidth = 40.000000
Streaming/Culling/NonAirVehicle/ThresholdVelocity = 5.000000
Streaming/Culling/NonAirVehicle/SaturationVelocity = 20.000000
Streaming/Culling/NonAirVehicle/CentralMaxYawDegrees = 30.000000
Streaming/Culling/NonAirVehicle/PeripheralMaxYawDegrees = 60.000000
Streaming/Culling/NonAirVehicle/ProxyChildPeripheralMaxYawDegrees = 70.000000
Streaming/Culling/NonAirVehicle/MaxSideOfRoadCutoffDistance = 5.000000
Streaming/Culling/NonAirVehicle/MaxStreamingRadius = 64.000000
Streaming/Culling/StaticDecals/Enabled = true
Streaming/Culling/StaticDecals/FlatDecalNegZ = -2.000000
Streaming/Culling/StaticDecals/FlatDecalPosZ = 1.000000
Streaming/Culling/StaticDecals/FlatDecalDistance = 20.000000
Streaming/Culling/StaticDecals/PosterDecalNegZ = -5.000000
Streaming/Culling/StaticDecals/PosterDecalDistance = 40.000000
Streaming/Culling/Fallback/Enabled = true
Streaming/Culling/Fallback/PriorityTreshold = 1
Streaming/Culling/Fallback/DistanceTreshold = 64.000000
Streaming/Culling/Fallback/DirectionTreshold = 0.600000
Streaming/Culling/DynamicSphere/Enabled = true
Streaming/Culling/DynamicSphere/Debug = false
Streaming/StreamingEnabled = true
Streaming/ForceUnstream = false
Streaming/PrecacheDistance = 0.000000
Streaming/MaxStreamingObserverHeight = 3.000000
Streaming/RadiusNearInvMult = 0.800000
Streaming/RadiusNearSubtrahend = 200.000000
Streaming/RadiusSecondaryRefPointMult = 1.250000
Streaming/RadiusNearSecondaryRefPointAddend = 200.000000
Streaming/MinStreamingDistance = 1.000000
Streaming/MaxStreamingDistance = 23170.251953
Streaming/MaxNodesPerFrame = 300
Streaming/MaxNodesPerFrameWHileLoading = 999999
Streaming/EditorThrottledMaxNodesPerFrame = 500
Streaming/Editor/TimeLimitStreamedPerFrame = 12.000000
Streaming/TimeLimitStreamedPerFrame = 6.000000
Streaming/TimeLimitStreamedPerFrameWhileLoading = 8.000000
Streaming/Debug/EmulateExcludeFromConsole = false
Streaming/SpatialDebug = false
Streaming/SpatialDebugOverlay = true
Streaming/SpatialDebugRange = 500.000000
Streaming/SpatialDebugDetailRange = 10.000000
Streaming/TimeLimitSectorLoadPerFrame = 2.000000
Streaming/TimeLimitSectorUnloadPerFrame = 1.000000
Rendering/Shadows/CascadesHeuristicForceRefresh = false
Rendering/Shadows/CascadeShadowReceiverBiasAlongNormal = 0.020000
Rendering/Shadows/CascadeRange0 = 6.000000
Rendering/Shadows/CascadeRange1 = 20.000000
Rendering/Shadows/CascadeRange2 = 50.000000
Rendering/Shadows/CascadeRange3 = 100.000000
Rendering/Shadows/CascadeDepthBias0 = 0.030000
Rendering/Shadows/CascadeDepthBias1 = 0.060000
Rendering/Shadows/CascadeDepthBias2 = 0.120000
Rendering/Shadows/CascadeDepthBias3 = 0.240000
Rendering/DissolveTime = 0.500000
Rendering/UseSkinningLOD = true
Rendering/DefaultViewportWidth = 1280
Rendering/DefaultViewportHeight = 720
Rendering/Shadows/TimeShiftCooldownTime = 10.000000
Rendering/TimeOfDay = 12.000000
Rendering/WindImpulse/BulletRadius = 0.600000
Rendering/WindImpulse/BulletIntensity = 0.200000
Rendering/WindImpulse/BulletLifeTime = 0.500000
Rendering/LateVSAlloc/Trees = 50
Rendering/LateVSAlloc/Grass = 28
Rendering/LateVSAlloc/Terrain = 0
Rendering/LateVSAlloc/Hair = 28
Rendering/LateVSAlloc/Particles = 28
Rendering/VisionMode/HistoryBlend = 0.850000
Rendering/HiResEntityCustomShadowmapSize = -1
Rendering/FrostedGlass/GlassBlurQuality = 0
Rendering/FrostedGlass/GlassAAQuality = 0
Rendering/DepthPrepassDistanceFactor = 100.000000
Rendering/DepthPrepassTriangleCountFactor = 0.005000
Rendering/Shadows/CascadesHeuristicMinMeshSizeInCascade0 = 0.100000
Rendering/Shadows/CascadesHeuristicMinMeshSizeInCascade1 = 0.500000
Rendering/Shadows/CascadesHeuristicMinMeshSizeInCascade2 = 1.500000
Rendering/Shadows/CascadesHeuristicMinMeshSizeInCascade3 = 2.000000
Rendering/Shadows/DistantHeuristicMinMeshSizeInCascade0 = 2.000000
Rendering/Shadows/DistantHeuristicMinMeshSizeInCascade1 = 3.000000
Rendering/Shadows/DistantHeuristicMinMeshSizeInCascade2 = 6.000000
Rendering/Shadows/CascadesHeuristicMinMeshAutohideDistInCascade0 = 20.000000
Rendering/Shadows/CascadesHeuristicMinMeshAutohideDistInCascade1 = 40.000000
Rendering/Shadows/CascadesHeuristicMinMeshAutohideDistInCascade2 = 50.000000
Rendering/Shadows/CascadesHeuristicMinMeshAutohideDistInCascade3 = 50.000000
Rendering/Shadows/DistantHeuristicMinMeshAutohideDistInCascade0 = 50.000000
Rendering/Shadows/DistantHeuristicMinMeshAutohideDistInCascade1 = 100.000000
Rendering/Shadows/DistantHeuristicMinMeshAutohideDistInCascade2 = 300.000000
Rendering/Shadows/DistantShadowsForceFoliageGeometry = false
Rendering/ReflectionProbeBlend_Global = 3.000000
Rendering/ReflectionProbeBlend_Local = 0.500000
Rendering/ReflectionProbeBlend_StreamIn = 0.500000
Rendering/ReflectionProbeBlend_FillProbeSpill = 0.750000
Rendering/ReflectionProbeBlend_MovingBlendSpeed = 2.000000
Rendering/ReflectionProbe_FastBlend = false
Rendering/AsyncCompute/RaytraceASBuild = true
Rendering/AsyncCompute/Enable = true
Rendering/AsyncCompute/HairClears = false
Rendering/AsyncCompute/SSAO = true
Rendering/AsyncCompute/LutGeneration = true
Rendering/AsyncCompute/DynamicTexture = true
Rendering/AsyncCompute/FlattenNormals = true
Rendering/AsyncCompute/BuildDepthChain = true
Rendering/AsyncCompute/ExposureScaleBuffer = true
Rendering/UseExperimentalVolFog = true
Rendering/LUT/Size = 48
Rendering/LUT/MinRange = 0.001000
Rendering/LUT/MaxRange = 100.000000
Rendering/AllowShaderCacheReload = true
Rendering/ShaderCacheReloadTimeCheck = 2.000000
Rendering/EnableDeferredLightsStencil = true
Rendering/SpeedTree/BillboardsGlobalBleed = 0.500000
Rendering/Shadows/CascadeFillDepthBias = 20.000000
Rendering/SpeedTree/SpeedTreeTerrainNormalmapFlatness = 1.500000
Rendering/GlobalIllumination/DistantShadowForce = 0.600000
Rendering/GlobalIllumination/DistantShadowBlur = 5.000000
Rendering/RoughCullingRejectionRange = 60.000000
Rendering/Video/MaxFrameUploadMB = 10485760
Rendering/MeshLoading/ForceSyncMeshLoading = false
Rendering/MeshLoading/AutoRefreshTime = 0.100000
Rendering/MeshLoading/LoadingDelay = 0
Rendering/MultiLayerSelectionMaxLayersCount = 10
Rendering/Shadows/CascadeEnableScissors = true
Rendering/SceneReferredValuesRange = 2.000000
Rendering/DistantShadowsMaxBatchSize = 500
Rendering/DistantShadowsMaxTrianglesPerBatch = 400000
Rendering/DistantShadowsUseTodVis = false
Rendering/DistantShadowsProxySortingMode = 2
Rendering/DistantShadowsDepthBias0 = 0.500000
Rendering/DistantShadowsDepthBias1 = 1.800000
Rendering/DistantShadowsDepthBias2 = 5.000000
Rendering/DistantShadowsDepthBias3 = 16.000000
Rendering/RainMapBatchMaxSize = 300
Rendering/RainMapBatchMaxTrianglesPerBatch = 200000
Rendering/RainMapProxySorting = true
Rendering/ForcedPreExposure = -1.000000
Rendering/ForcedExposureAvgLum = -1.000000
Rendering/ForcedInstantAutoExposure = false
Rendering/UiLuminanceScalingMin = 0.750000
Rendering/UiLuminanceScalingMax = 10.000000
Rendering/UiLuminanceScalingFactor = 7.000000
Rendering/UiLuminanceScalingSpeedUp = 1.500000
Rendering/UiLuminanceScalingSpeedDown = 0.750000
Rendering/DecalLookingAngleScalingFactor = 0.100000
Rendering/VolumetricFogVolume_DefaultAbsorption = 1.000000
Rendering/Shadows/CascadeDegreesLimit = 0.000000
Rendering/Shadows/CascadeFitToWorstCase = true
Rendering/Shadows/CascadeUseBackfacesAsCullingPlanes = true
Rendering/Shadows/CascadeScissorsMarigin = 16
Rendering/Shadows/CascadeFrontCullingPlaneDistance = 300.000000
Rendering/Particles/MaxOffscreenSimTime = 2.000000
Rendering/Particles/MaxNoRenderSimTime = 100.000000
Rendering/Particles/OffscreenUpdateFrequency = 3
Rendering/SphereLightApproximationFactor = 0.700000
Rendering/TubeLightApproximationFactor = 2.200000
Rendering/RectLightApproximationFactor = 20.000000
Honestly, I think sifting through all that would be more trouble than it's worth.I'm not sure what most of these mean though.
That reminds me, I got an axe to grind. All those complaints that there's no traffic in Cyberpunk? I took this screenshot to prove 'em wrong...AI traffic
who makes this complaint?That reminds me, I got an axe to grind. All those complaints that there's no traffic in Cyberpunk? I took this screenshot to prove 'em wrong...
or just get the mod that lets you disable most traffic so you can drive on the proper side of the roadjust drive on opposite side of the road, cars arent spawned there to interrupt you
2002?what's really crazy is that some sort of traffic ai has been a standard feature in games for 20 years. correct me if i'm wrong but the first mafia game from 2002 is also a game that just uses it's city as a backdrop to tell the story but even they had some sort of traffic ai and that game was also made by a couple slavs in a basement
Hence why I feel that the comparison to Mafia 1 is pretty apt.It's a moviegame
Sometimes it feels like CBP's open world was designed like an expensive, elaborate backdrop for a focused, linear plot, and I still want to do a second playthrough some day where I zerg-rush the main quest to see how that works out. But I don't actually believe that's what the devs intended. I know I sound like a broken record by now, but I genuinely think a lot of the game's problems with structure and gameplay flow stem from CDPR's Witcher 3 world design making a poor fit for the dense, urban environment of Night City, it was a mistake to rely so much on it.i wonder if the current traffic "ai" is just a placeholder or if real traffic ai was never planned from the beginning and this is what cdpr thought they could get away with. i'm no game director or programmer but if you are making an open world game based in a city with tons of cars driving around in it, isn't one of the first things you have to think about how to give the traffic some sort of reactivity so that the whole simulation aspect doesn't fall flat on it's face the moment you step outside into the open world? it's just completly immersion breaking that you can park in the middle of the road and the cars behind you are not even trying to drive past you.
Yep. CDPR have masterful art direction, no doubt about it, but they have yet to gain a proper grasp on the artistry of gameplay.the whole thing made me realize how cdpr have lots of people who are talented in creating pretty stuff on screen but they have no gameplay people working there who know what they are doing.