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CD Projekt's Cyberpunk 2077 Update 2.0 + Phantom Liberty Expansion Thread

Perkel

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FSR is a much simpler image upscaling algorithm; which isn't to be down on it, but there's reason it works anywhere. They're both great tools, but compare them and you can see how DLSS is stronger at preserving small details, while small lines etc. get kinda erased by FSR.

I know that. But FSR implementation in C77 is pretty fucking great.

DLSS implementation in 77 is apparently ASS.

Also DLSS is ONLY for 2xxx and up gpus from nvidia. FSR is for all gpus. You have old GTX970 ? Yup it works.
 

Justicar

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The most worrysome thing I heard was that with the nerf to critical chance, enemies can take 8 headshots to kill.

It is an RPG not a shooter. I somehow never seen people talking about Fallout 1/2 like that when you were hitting rockets on someone head and he still lived.

Either way. Seems like it is constantly going up. Around 35k yesterday now 41k.

unknown.png
You will see bigger numbers when they release proper expansion anyone saying cyberbug is a flop should take a look at this multiplayer only game.
nowyobrazmapybitowejypk4c.png


Or this 10/10 mastepiece shilled by gayming media.
nowyobrazmapybitowej2n4j2b.png


Talk about flop.
 

Perkel

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If I can't play a one-headshot murdering ninja, I can't rolelpay my character.

You still can.

What you can't do is to do so much damage that not only enemy npc dies but also its whole family 200 generations back. I think some people did builds where damage went into millions due to some broken traits mechanics.
 

Theodora

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I know that. But FSR implementation in C77 is pretty fucking great.
The sharpening options probably do it a lot of good?

DLSS implementation in 77 is apparently ASS.
The negative LOD stuff on release really messed with it. I don’t know if they fixed that by default yet (you could manually improve it massively with nvidia profile inspector), but the DLSS implementation is certainly improved from release.

Admittedly I haven’t really tested FSR myself because I have a 3090 for reasons separate from playing games, so it hasn’t really made sense; but dgmw, I’m very glad they bothered to implement it properly — I just think one should be wary of equating them as if they’re a 1:1 comparison, because they ultimately work in pretty distinct ways from what (admittedly little) I understand.
 

Crispy

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Hey, choom! Want a good way to sharpen the game without relying on DLSS's "sharpening"? Works great with DLSS on or off. Has some neat options in it for more vibrancy, or darker appearance, etc.

This mod is what I use, specifically its Luma sharpen and CAS settings. You just hit your Home key, select which options appeal to you, on the fly!

Works great with 1.5, too!
 

Gargaune

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Okay, who's the prick who added decorative animations to the character creator? There can only be one, he must've worked at Bethesda on Fallout 4 and now moved to CDPR, obviously. Like every seven seconds of staring straight there's a recurring five-second HOPW ROEWUR NE that obscures the facial element you're trying to edit. Seriously, who comes up with this shit?

Could somebody briefly summarize this 1.5 patch.
Like, subscribe, and hit the bell. And join my OnlyFans.

The negative LOD stuff on release really messed with it. I don’t know if they fixed that by default yet (you could manually improve it massively with nvidia profile inspector), but the DLSS implementation is certainly improved from release.
That rings a bell, Crispy advised setting Texture Filtering - Negative LOD Bias to Clamp to resolve a DLSS distortion pattern back when the game was fresh, you got more info? Would be curious for the details.
 

Modron

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Okay, who's the prick who added decorative animations to the character creator? There can only be one, he must've worked at Bethesda on Fallout 4 and now moved to CDPR, obviously. Like every seven seconds of staring straight there's a recurring five-second HOPW ROEWUR NE that obscures the facial element you're trying to edit. Seriously, who comes up with this shit?
They copied that shit from Mount and Blade.
 

AwesomeButton

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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
The open world gameplay is still held together by potato magic. You crash into a car, it clips through the car in front of it. Just witnessed that. Driving, in terms of physics, doesn't feel especially changed on my default car (the one you start with after the rescue mission).

Traffic lights still auto-switch to green when you near them, that's dumb. On the other hand, sometimes traffic cars still freeze in place instead of driving off when they are at a green light. There is some bug with global lighting which makes the game look pretty bad in daytime, if you are driving from first person, and when you switch to outside camera, then the shading of the world around you improves.

The pop-in of buildings, windows and ads is just as bad as before the patch. I don't know if it has been further increased for "optimization" purposes, but in any event a slider to crank up LOD distance on PC would have been appreciated.

Those are just things that made an impression on me as I finished up Rivers' second quest and then drove around town a little.
 
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Theodora

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That rings a bell, Crispy advised setting Texture Filtering - Negative LOD Bias to Clamp to resolve a DLSS distortion pattern back when the game was fresh, you got more info? Would be curious for the details.

Haven't tested without it on this patch, but sure. What you want to do is download NVIDIA Profile Inspector, select 'Cyberpunk 2077', scroll down to 'Texture Filtering'; then make sure 'Negative LOD bias' is set to 'Allow', and set 'LOD Bias (DX)' to '-3.0000'. Should fix any blurriness caused by DLSS, though you probably also want to up the DLSS specific sharpening in the settings, and/or apply some post-processing with Reshade or NVIDIA Freestyle (their equivalent, accessible from the alt-Z menu).

48aHux5.png
 

Crispy

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I simply set it to 'Clamp' in the profile for CP2077 in the normal Nvidia Control Panel 3D Settings.

What this specifically does is to mitigate a horrible moire pattern that can occur on certain textures when DLSS is enabled. The best example is the floor of the office building at the start of the Corpo path.

As mentioned above, I cured any 'blurriness' occurring due to DLSS by using the mod I linked to.
 

Crispy

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Another thing I'm currently experimenting with is using the most up-to-date .dll for DLSS, which can be downloaded here.

Simply drop into your Cyberpunk 2077\bin\x64 folder, making sure to back up the original first.

Nothing wild stands out about using it so far, but no ill effects, either.

You'll need up-to-date Nvidia drivers installed for this to do anything.
 

Theodora

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I simply set it to 'Clamp' in the profile for CP2077 in the normal Nvidia Control Panel 3D Settings.

I don't know if it's still required or they fixed it, but it used to be critically important to set the value to -3.

For whatever it's worth, 1.5 updated the DLSS version to 2.3.4.0, so pretty recent at least.
 

Theodora

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I know, I said it was 'pretty recent' (November), not the latest — is there even a meaningful version history though? Like do we have any idea what changed in 2.3.7.0 beyond whatever tweaks and presets they did for Dying Light 2?

Edit: going off the SDK releases, DLSS might not have actually seen any meaningful changes as far as performance/results is concerned since October.
 

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