Justicar
Dead game
Time to bring some incline into this thread.
The quality Cyberpunk 2077 content I still visit this thread for.Time to bring some incline into this thread.
I'm not feeling it, man. The images are great, I do agree that Night City looks amazing, but I'm not getting that sensation of claustrophobia and scale, I don't think you really feel "small" all that often when you're exploring. Nevermind the interior shots since those can't represent what I mean, it's the outdoors - even as the buildings are large, you generally find yourself in pretty ample space. Of the ones you posted, I think this one gets the closest to what I'm picturing:Thing is you have places like this in the game whole city doesen't look like that to bring some visual diversity. I mean you have whole shanty town districts right next to clean and sterile towering skyscrappers in the corpo zone it makes a very good contrast. You cant expect corpo middle class and the rich to live in something like Walled city of kowloon it wouldn't make sense since almost everybody who lived there was either poor or a criminal. Here look at some of my screenshots of city areas that are not so well off.
what seetingsThing is you have places like this in the game whole city doesen't look like that to bring some visual diversity. I mean you have whole shanty town districts right next to clean and sterile towering skyscrappers in the corpo zone it makes a very good contrast. You cant expect corpo middle class and the rich to live in something like Walled city of kowloon it wouldn't make sense since almost everybody who lived there was either poor or a criminal. Here look at some of my screenshots of city areas that are not so well off.In this one respect, I think CDPR might've been too thorough for their own good. From what I recall, the studio actually consulted some urban planners when they were doing the layout for the city. Now, when you're a professional, you instinctively gravitate towards applying your skills correctly, and - this is pure speculation on my part - this might be exactly why Night City doesn't look as intimidating as you might've hoped. For instance, an important aspect of urban planning is controlling for street width when setting out height guidelines for buildings to ensure adequate levels of sunlight throughout the day. And when you look at Night City, bingo, you see a lot of wide boulevards and ample breathing room.
What you don't see is the city looming over you. Ever. Sure, you've got your megabuildings, but you're never boxed in between them, you never feel like they're "pressing down on you", you're never really forced to take in their scope. Night City is, with some indulgence, well designed, but that actively works against it and this is why I said that NC reminds me more of Fukuoka in Ghost in the Shell, which was decidedly on the less miserable side of cyberpunk fiction.
Now take a look at these photos of the former Walled City of Kowloon for what no urban planning looks like:
ShadowrunI dont get why ppl still cling on to this pile of shit and can't move on.
i can only speak for myself but if you're a cyberpunk autist like me who has been dreaming for an AAA open world cyberpunk game that's true to the genre for all his life this game is all we have
Also, Kowloon was the product of the political conflict of the chinese goverment and the Great Britain goverment, it was an old chinese fort, old refugees from the chinese civil war and all the political convulsions on mainland China gone there. When the british goverment tried to evict the residents, the residents asked China for help, Mao then using a term on an old treaty the british made with still Imprerial China, claimed the fort was chinese territory and threatened the british with war if they gone inside.I wouldn't go as far as wanting to live in it, but I think they did sort of miss the mark on representing their dystopian setting in NC's architecture. Bear with me, I've got a theory that needs laying out here...The way they shown Night City, I would actually wanted to live in there and didnt look distopic at all
In this one respect, I think CDPR might've been too thorough for their own good. From what I recall, the studio actually consulted some urban planners when they were doing the layout for the city. Now, when you're a professional, you instinctively gravitate towards applying your skills correctly, and - this is pure speculation on my part - this might be exactly why Night City doesn't look as intimidating as you might've hoped. For instance, an important aspect of urban planning is controlling for street width when setting out height guidelines for buildings to ensure adequate levels of sunlight throughout the day. And when you look at Night City, bingo, you see a lot of wide boulevards and ample breathing room.
What you don't see is the city looming over you. Ever. Sure, you've got your megabuildings, but you're never boxed in between them, you never feel like they're "pressing down on you", you're never really forced to take in their scope. Night City is, with some indulgence, well designed, but that actively works against it and this is why I said that NC reminds me more of Fukuoka in Ghost in the Shell, which was decidedly on the less miserable side of cyberpunk fiction.
Now take a look at these photos of the former Walled City of Kowloon for what no urban planning looks like:
Slightly different vibe, eh? With Cyberpunk, you want the city to be overgrown, misshapen and oppressive, you want to mirror the hopeless insignificance of the individual in the environment, but I never got that from 2077. About the only time I got a brief vibe like that from a videogame in recent memory was in DX4, when entering Golem City and seeing that twisted, monstrous mass of cables heaving overhead, that definitely made me go "okay, I'm in the bad part of town now."
TLDR: I suspect CDPR were too conscientious about building Night City as a realistic, believable city, and lost track of making it the dysfunctional, overbearing locale that would've best served the fiction. And that's just in terms of architecture, nevermind the weather patterns. And I don't wanna go too hard in on this, Night City looks amazing, they did a great job with their rendition, but I feel like it's not quite the flavour I'd have gone for.
I've seen screenshots from Stalker that look more realistic than this oversaturated, overcontrasted plastic shit. It just screams "This is a 3D render".Thing is you have places like this in the game whole city doesen't look like that to bring some visual diversity. I mean you have whole shanty town districts right next to clean and sterile towering skyscrappers in the corpo zone it makes a very good contrast. You cant expect corpo middle class and the rich to live in something like Walled city of kowloon it wouldn't make sense since almost everybody who lived there was either poor or a criminal. Here look at some of my screenshots of city areas that are not so well off.In this one respect, I think CDPR might've been too thorough for their own good. From what I recall, the studio actually consulted some urban planners when they were doing the layout for the city. Now, when you're a professional, you instinctively gravitate towards applying your skills correctly, and - this is pure speculation on my part - this might be exactly why Night City doesn't look as intimidating as you might've hoped. For instance, an important aspect of urban planning is controlling for street width when setting out height guidelines for buildings to ensure adequate levels of sunlight throughout the day. And when you look at Night City, bingo, you see a lot of wide boulevards and ample breathing room.
What you don't see is the city looming over you. Ever. Sure, you've got your megabuildings, but you're never boxed in between them, you never feel like they're "pressing down on you", you're never really forced to take in their scope. Night City is, with some indulgence, well designed, but that actively works against it and this is why I said that NC reminds me more of Fukuoka in Ghost in the Shell, which was decidedly on the less miserable side of cyberpunk fiction.
Now take a look at these photos of the former Walled City of Kowloon for what no urban planning looks like:
So, are CDProject still working on this or are they cutting their losses?
No mods no reshades its vanilla graphics.Any reshades or mods using or just default settings?
Of course not, this patch just cuts in half crowd density and car traffic on consoles, they're still not ready to sacrifice polygon count.So first impressions: disappointing patch, made things slightly worse in the CPU load department. I hear that 1.2 did make things better on consoles, though I'm surprised that absolutely none of that optimisation would be reflected on PC in any capacity.
I'm not really seeing much difference in frame count, I tested with two saves outside V's megabuilding and in Lizzie's bar, seemed to have gained a frame here, lost a frame there, but rather within the margin of error. CPU temperatures, on the other hand, seem to have gone up a couple of degrees
i7 9700K, 8 single-threaded cores. I'm not monitoring the CPU load itself, just the temps since that's what interests me.How many cores? I get 100% usage with 4 cores. Streaming in data lowers the framerate considerably.
God damnit! I just checked Intel XTU, and the Core Voltage Offset had been reset, some system crash in the past year must've triggered the safety wipe without notifying. It's back now to the -70mV I'd originally settled on, thanks for the reminder! It should only account for about 3-4°C at full tilt, but I'll take all I can get at this point.Undervolt the CPU. My old 2600K had dust under the radiator and still lost over 15 deg. from a stable undervolt under max load.
I've also set a framerate cap of 50 now, idea being that I'm comfortable there and it should help reduce heat buildup in less intensive scenes. Maybe I should also tweak the fan curve, I've gone with a quiet profile for regular operation but it may do to set a more aggressive progression past 65°C on the CPU.
I'll think about it. I don't really need to adjust the low end, the PC's dead silent at idle so I can literally only hear the mechanical drive spinning, and then the fans barely whisper in the 50-60°C range with games like PFKM or Fo4. After that the noise gradually picks up over 60°C, but I was thinking I might push the RPMs more aggressively from 65-70°C to reduce the opportunity for heat to build up in the case. Might be overly fussy, but I'm just not too giddy about running prolonged periods over 80°C.Go zero RPM below 55 deg, 20% at 65, and only go above 2k RPM once it's really necessary. That is, above 87-ish degrees. 100% at 92. Everything below 2k RPM is bearable. Set fan to spool down slow but spool up fast as fake hysteresis. Running under 85 deg. shouldn't be a priority. In worst case, drop the multiplier by one or two steps.
I've also set a framerate cap of 50 now, idea being that I'm comfortable there and it should help reduce heat buildup in less intensive scenes. Maybe I should also tweak the fan curve, I've gone with a quiet profile for regular operation but it may do to set a more aggressive progression past 65°C on the CPU.
Go zero RPM below 55 deg, 20% at 65, and only go above 2k RPM once it's really necessary. That is, above 87-ish degrees. 100% at 92. Everything below 2k RPM is bearable. Set fan to spool down slow but spool up fast as fake hysteresis. Running under 85 deg. shouldn't be a priority. In worst case, drop the multiplier by one or two steps.