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

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,660
Johnny "Fuckthecorpos" Silverhand being in the car is already a mod I've seen somewhere. So not only will it break mods, but it will also steal them.
 
Joined
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Location
Glass Fields, Ruins of Old Iran
They reworded the "wait until X calls you" objectives, about time. You always see people thinking you actually have to wait, instead of the game telling you to do other quests for now.

Moreover 5000 series from nvidia is around the corner and people already found new pathtracing mode in game. SO i expect 2.3 in january with new "overdrive+" or something path tracing. From mod description:
They'll probably use 2077 to test things for Orion for a while.

CDPR being pathetic, as always, having a fucking round-table discussion about some new colors basically? Give me f'ing break. There's not a single dev apart from CDPR who would even hype a patch like this, they'd release it quietly, like you should for tiny shit that 90% of people doesn't give two shits about.
90% of players heckin' love customization options, the number one complaint I'm seeing is that there's no new hairstyles. Not sure why anyone would use any hair other than the pompadour, though.:M

edit: lol

https://forums.cdprojektred.com/ind...e-2-2-is-coming.11133286/page-3#post-13787761
Missed opportunity. Should've updated the surgery ending.

After getting punched in the face and rolling down the steps, V looks up to see their former LI/Bestie with their new SO. The LI says "wow... really?" as their partner shakes his/her head before they proceed to walk away quietly.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,828
Improves path tracing performance by 30-40% (PT20 Fast vs. vanilla 2.12a) v4.0-alpha may increase performance above this but is a WIP
:lol: the fundamental issue is sample per pixel so it's spread over multiple frames it doesn't matter if you get more frames if it's spread so thin to make up for lack of samples. And they already pulled out all stops for sample per pixel (SPP) that's why it's temporal.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,075
I honestly don't care how realistic all this tracing stuff is. It really bothers me that dark areas become much darker while the bloom flashbang seems to become even worse. I would much rather have visual clarity over the fancy rays. I want to be able to see the environment when I'm playing a game. Realism can be ignored if it gets in the way of gameplay, unless your goal is to adhere 100% to simulation. Am I really the only one to feel this way?
The auto-exposure shit is awful in UE5 as well, it's like you're seeing the world through the worst phone camera imaginable.
 
Joined
Feb 7, 2019
Messages
230
Testing new gif comparison tool. Made some path tracing on/off:

Jwbksqg.gif


pg3T231.gif
I honestly don't care how realistic all this tracing stuff is. It really bothers me that dark areas become much darker while the bloom flashbang seems to become even worse. I would much rather have visual clarity over the fancy rays. I want to be able to see the environment when I'm playing a game. Realism can be ignored if it gets in the way of gameplay, unless your goal is to adhere 100% to simulation. Am I really the only one to feel this way?
Use HDR High Dynamic Range. Those pictures looks blown out, because they are in SDR Standard Dynamic Range and you are viewing them on an SDR screen. Get a decent HDR screen and you will retain shadow detail and specular highlights even with pathtracing magnifying the Dynamic Range in the game.

Get a tv with atleast 800 nits if oled, 1600 if qled, and you will be able to see detail in the "bloom" area and in the areas that are in shadow.
 
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Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,985
Realism can be ignored if it gets in the way of gameplay, unless your goal is to adhere 100% to simulation. Am I really the only one to feel this way?

No, I agree. And CP getting darker while breaking mods is even worse, because only mods offer a flashlight and light enhancing eye implants. How can they still ignore the latter after all these patches? Still good that they don't abandon the game though...
 
Joined
Oct 7, 2024
Messages
140
Testing new gif comparison tool. Made some path tracing on/off:

Jwbksqg.gif


pg3T231.gif
I honestly don't care how realistic all this tracing stuff is. It really bothers me that dark areas become much darker while the bloom flashbang seems to become even worse. I would much rather have visual clarity over the fancy rays. I want to be able to see the environment when I'm playing a game. Realism can be ignored if it gets in the way of gameplay, unless your goal is to adhere 100% to simulation. Am I really the only one to feel this way?
Use HDR High Dynamic Range. Those pictures looks blown out, because they are in SDR Standard Dynamic Range and you are viewing them on an SDR screen. Get a decent HDR screen and you will retain shadow detail and specular highlights even with pathtracing magnifying the Dynamic Range in the game.

Get a tv with atleast 800 nits if oled, 1600 if qled, and you will be able to see detail in the "bloom" area and in the areas that are in shadow.
I could spend a bunch of money on components that let me do all the HDSSQLBBQ things, and then more money on a monitor, all to make games look like they're viewed through a camera rather through a character's eyes. But why would I spend money on getting an effect I don't want in the first place? I think games have lost too much visual clarity even without these effects. Eye candy is fine to some extent, but when it gets in the way of gameplay, it has gone too far. No, Scrooge will put that money in the money bin. Why'd you edit out the part where you called me a cheap clown, anyway? Cheap I won't deny, but I'd be more of a clown if I bought expensive components for an effect that I don't want.
 
Joined
Feb 7, 2019
Messages
230
Testing new gif comparison tool. Made some path tracing on/off:

Jwbksqg.gif


pg3T231.gif
I honestly don't care how realistic all this tracing stuff is. It really bothers me that dark areas become much darker while the bloom flashbang seems to become even worse. I would much rather have visual clarity over the fancy rays. I want to be able to see the environment when I'm playing a game. Realism can be ignored if it gets in the way of gameplay, unless your goal is to adhere 100% to simulation. Am I really the only one to feel this way?
Use HDR High Dynamic Range. Those pictures looks blown out, because they are in SDR Standard Dynamic Range and you are viewing them on an SDR screen. Get a decent HDR screen and you will retain shadow detail and specular highlights even with pathtracing magnifying the Dynamic Range in the game.

Get a tv with atleast 800 nits if oled, 1600 if qled, and you will be able to see detail in the "bloom" area and in the areas that are in shadow.
I could spend a bunch of money on components that let me do all the HDSSQLBBQ things, and then more money on a monitor, all to make games look like they're viewed through a camera rather through a character's eyes. But why would I spend money on getting an effect I don't want in the first place? I think games have lost too much visual clarity even without these effects. Eye candy is fine to some extent, but when it gets in the way of gameplay, it has gone too far. No, Scrooge will put that money in the money bin. Why'd you edit out the part where you called me a cheap clown, anyway? Cheap I won't deny, but I'd be more of a clown if I bought expensive components for an effect that I don't want.
You are mixing things up. Sure you might not care for different effects, I didn't before as well. But HDR is not an "effect", it's a new video format representation. It's the biggest leap in video reproduction since the introduction of colour tvs. And there are no benefits of ignoring it. That's why HDR is under the video options and not under the graphic options.

Before, CRTs and tvs could only become like 100-200 nits bright max, which is not very bright at all. Which forces studios to have a very narrow range of lightness to grade content, meaning scenes like in the gifs get impossible to grade realistically sense there is to big a different between the dark areas and light areas under the sunlight. That makes for example a fire in a cave seem not bright because they need to raise the general lightness so you can see people and props in the cave. Or it makes a sunnyday seem bland sense they only have 100 nits to work in. Kind of like the loudness wars in audio in the eighties where bands raised the dB which the song played at at the expense of Dynamic Range sense they raise the majority of the song closer to the ceiling, at a cost of artistic expression like if they would want to introduce a big bang, that bang would not seem as relatively louder anymore.

All HDR does it allows a grading up to 10000 nits instead of 100, meaning you can see a bigger contrast on a HDR screen with preserved details, that means no black crushing or "blooming out" of details in bright areas. Like in forest or jungle scene where the sun might break through spot wise on to the ground. It achieves this be foregoing a relative scale like in SDR and instead have absolute values for all the pixels nits values on the screen, the values coming from the content. Meaning on different correctly calibrated HDR displays any given scene will always appear to be identically bright or dim, with the exception of the max nits of the display relatively to the max nits of the content, the tops gets tonemapped to roll off. Which is why I personally prefer an QLED to an OLED for gaming and windows use, it has a higher nits capability and most often than not most games are taking place during daytime where the OLED's ALB will kick in and dim down the scene excessively.

4k, wider colour gamut and modern particle effects really are secondary concerns compared to HDR. HDR simply requires any graphic card with at least HDMI 1.4 I think, or 2.0b to be safe and then any screen with at least 800nits, not necessarily expensive. This is because HDR does not require any processing performance of the GPU. It is simply a newer representation of the colour and light levels of the pixels. It requires a GPU that can send in this newer format and a display that can receive it. The actual "magic" is done entirely inside the screen that needs to control and emit the light and dark areas on the screen, either via self emissive pixels like in OLED or with a FALD in QLEDs.

Because I later realised that you might simply be uninformed and possible ignorant.
 
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Ascetic

Educated
Joined
Oct 30, 2019
Messages
74
CDPR continues to push the boundaries of game design by allowing players to choose their car's color four years after release. Meanwhile full, in-depth car customization was commonplace in open world PS2 games twenty years ago.

maxresdefault.jpg
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,828
All HDR does it allows a grading up to 10000 nits instead of 100, meaning you can see a bigger contrast on a HDR screen with preserved details

Except that detail is more of a curse because brings out artifacts, personally hopped off of this hype train in a blink (once I realized this). It's not something that will be resolved in close future.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,075
Testing new gif comparison tool. Made some path tracing on/off:

Jwbksqg.gif


pg3T231.gif
I honestly don't care how realistic all this tracing stuff is. It really bothers me that dark areas become much darker while the bloom flashbang seems to become even worse. I would much rather have visual clarity over the fancy rays. I want to be able to see the environment when I'm playing a game. Realism can be ignored if it gets in the way of gameplay, unless your goal is to adhere 100% to simulation. Am I really the only one to feel this way?
Use HDR High Dynamic Range. Those pictures looks blown out, because they are in SDR Standard Dynamic Range
No, those pictures look blown out because the game was made by retarded fucking devs.
 
Joined
Feb 7, 2019
Messages
230
Testing new gif comparison tool. Made some path tracing on/off:

Jwbksqg.gif


pg3T231.gif
I honestly don't care how realistic all this tracing stuff is. It really bothers me that dark areas become much darker while the bloom flashbang seems to become even worse. I would much rather have visual clarity over the fancy rays. I want to be able to see the environment when I'm playing a game. Realism can be ignored if it gets in the way of gameplay, unless your goal is to adhere 100% to simulation. Am I really the only one to feel this way?
Use HDR High Dynamic Range. Those pictures looks blown out, because they are in SDR Standard Dynamic Range
No, those pictures look blown out because the game was made by retarded fucking devs.
No you fucking retard they are blown out because they were captured in HDR then tone mapped into SDR to be able to post it online. What you see is not what he saw on his screen. Learn to read retard.

Another avenue is HDR. Pathtracing naturally makes sunlight very strong as in real life. This image looks overblown in without HDR but on my OLED it looks amazing:

pgmb93O.gif

All HDR does it allows a grading up to 10000 nits instead of 100, meaning you can see a bigger contrast on a HDR screen with preserved details

Except that detail is more of a curse because brings out artifacts, personally hopped off of this hype train in a blink (once I realized this). It's not something that will be resolved in close future.
No you retard it doesn't add detail. 4K adds detail. All HDR in it self does is allows for broadening the spectrum between the brightest and the dimmest pixels. A correctly graded HDR image that is all sub 200nits would look identical to the SDR version. HDR works on a pixel level, it has nothing to do with pathtracing. It doesn't add or subtract detail. You didn't realize shit you imbecile.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,075
This shit happens regardless of HDR, you inbred mouthbreather.

3iOqSp8.jpeg


NOOOOOOO YOU MUST BUY A HDR MONITOR
 
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tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,828
Dude it adds detail because "contrast sensitivity " goes waaaaaaay up. Just like if you go outside natural light makes things look >5-10* sharper. Even without the sun shining directly because even overcast ambient light is 3000nit. And artifact visibility explodes:
1655905336264

changes-in-contrast-sensitivity-function-due-to-changes-in-light-levels.jpg
 
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Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,404
This shit happens regardless of HDR, you inbred mouthbreather.
NOOOOOOO YOU MUST BUY A HDR MONITOR

You are confusing fake HDR aka auto-exposure or eye adaptation with actual HDR. While current true HDR still has to use eye adaptation as monitors can't properly go into 20k nits brightness required for true life HDR it is still infinitely better than fake HDR.

The point of true HDR is that it allows you to reduce auto-exposure amount. This way you can see both inside and outside without going into overblown outside lighting.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,075
Nobody wants a monitor blasting sunlight level brightness into their eyes, you dumb motherfucker. The number of brightness levels available has not changed in decades.
"No, I must utilize the full range of brightness in every scene!"
Everything boils down to dumb devs as previously stated.

Z82H1M9.jpeg


This is totally how human eyes work and not a shitty chinkphone camera.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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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
I still remember that Digital Foundry video where they were "showing off" the player entering Dogtown through the tube. I was supposed to be impressed by how in the raytraced version I couldn't see anything, because thanks to the revolutionary technology the tube was pitch black, as opposed to the non-raytraced version where you could kind of make out the tube from the inside. Groundbreaking stuff. I kid you not, I just can't be bothered to dig the video up.
 

mediocrepoet

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Nobody wants a monitor blasting sunlight level brightness into their eyes, you dumb motherfucker. The number of brightness levels available has not changed in decades.
"No, I must utilize the full range of brightness in every scene!"
Everything boils down to dumb devs as previously stated.

Z82H1M9.jpeg


This is totally how human eyes work and not a shitty chinkphone camera.

That... is not what HDR looks like in play. Screenshots taken always look like dogshit in HDR mode due to... I have no idea. Reasons.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,828
General Disarray dude you might not like it but that's how your dunning krueger positive certificate looks like

& Of course it has everything to do with path-tracing because it's unstable as "result" temporal gather ( & artifact-ey).
 

TC Jr

Scholar
Joined
Jul 11, 2016
Messages
249
Location
Scotland
Dropped this, just boring as fuck. The polacks seem to do presentation well but the actual gameplay is monotonous, damage numbers? Fucking do one lol.
Pretty enough game but offers nothing, gameplay-wise.
 

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