Discussion in 'Games, Gaming & Game-demos' started by rflair, Dec 18, 2020.
He hasn't released the raytracing version of Skyrim... yet.
I still need to come back to this game. Stopped at the end of the prologue last year. Any updates on big patches they mentioned??
Not yet. Steamdb also reveals that the latest update to the testing branch happened 6 days ago. That might mean they are done with the patch and that it's getting approved/certified. In any case the next update will be the one with the most consistent fixes, but we don't know anything specific about it.
Looking forwards to patch, i took a big disinterest in games in general after 2077 ( i bloody loved the game) but ghost recon wildlands re-sparked my flame so i'm up for it again.
We got a date yet on this next patch?
There was a week where there was no movement on steamDB and it picked up again today, i assume the patch was in console certification over that period.
Though given there's movement again i assume it either got bounced off due to some reason or they're already buffering work onto the next one.
They usually release those on Fridays as i guess they love crunching over weekends so if it doesn't release today i'd wager on 26th, if that doesn't pan out then probably 30th i guess?
With that said i wouldn't hold my breath over its contents - practical work time was most likely not longer than the January one and more than likely it still mostly focuses on consoles.
There's also this thing: https://cp2077.ly/WhatsNewInNC_1.2
Lots of talk for essentially 4 changes:
Police spawns with a delay and at a greater distance (still only on foot)
Stuck cars can be rocked GTA style to be put back on wheels
Sensitivity for car inputs using keyboard can now be adjusted
Double tap dodge can be now disabled directly in game
No more ducking into safe space npc would be kinda cool too.
Also better performance optimizations.
It has been confirmed that proper patch notes are yet TBA, still given what they decided to be worthy of a spotlight i wouldn't exactly hope for significant changes.
Can't wait, I'm guessing around the 25th.
I would have remained silent rather than releasing these teasers, to be honest. I don't know if it's some kind of trolling but they are not in the position to do such things.
I actually laughed when watching these 1.2 teasers. This game is such massive f'k-up that I still can't even believe it came from CDPR. What a perfect example of development going completely wrong in every thinkable aspect of it.
So the cops still spawn in the vicinity, but this time just further away to give the player some time to breath? Maybe in a year from now the cops will actually respond in real time from a car that was on patrol on a nearby road and actually physically go to location. They have so much work to do for this game that not even this whole year's worth of patches would bring it to an acceptable state.
If that's all they got for 1.2 then looks like I won't be reinstalling until patch 1.6 at least.
I'll be waiting for some time as well. I think the game, overall, is quite good but the police response thing is just bizarre how they could have boned that up so thoroughly. The proposed fix is merely a band-aid to make it slightly less annoying but still absurd. I hope they plan to actually fix it to the same level as, say, open world games with police response from ~2002.
I don't think they will, their communication is very pragmatic in a way that what was not promised doesn't have to be delivered.
Given the communication and spotlight on this "redesign" i assume the idea is just to facelift all lacking mechanics just so they're slightly less jarring and move on.
I'd expect that further down the line they will do very minor tweaks that don't everextend scope of existing mechanics, maybe cars will just reverse away from the obstacle when blocked if making them avoiding obstacles to the sides is that much of a programming stretch for them.
Is it better? Kinda.
Is it what everyone hoped for? Not really but too bad.
I'd expect similar design philosophy in every aspect people wished to be collectively worth the hype.
I remember a game I used to play on the zx spectrum decades ago, what was special about that game is all the traffic and police in the game was constantly spawned, the game didnt spawn in cops etc. they had to move from where they were, it was realistic in that sense.
Kind of sad in modern games like this and gta5, that the world is only alive directly in front of the player, things are spawned in instead of keeping track of things on entire map.
For that to happen in Cyberpunk 2077 would be absolutely amazing... the npc / current traffic system I would compare to being something like a randomized generator that surrounds the player as a bubble, anything outside of that bubble doesn't exist... so as you move around the city things are just generated on the fly.
One thing you can do to see this happening clearly is using a sniper rifle scope with a high zoom level and look down a street with lots of characters or vehicles and see them disappear and reappear as they move in and out of the bubble.
I do feel like for modern games AI is kind of a low tier feature that developers hardly try to push the boundary with, which is a shame really because that is one of the things I wish developers would improve... the best AI in a video game still in my opinion is what is present in the S.T.A.L.K.E.R video games, which is kind of sad considering how old the games are now.
I think AI complexity in modern games stalled due to the low capabilities of PS4/XBOne CPUs
I wouldn't say that's the reason. The game F.E.A.R. from 2005 has better AI than Cyberpunk.
Well, the X360/PS3 era did see a leap in complexity, they had very powerful CPUs at the time. I wouldn't say FEAR is a great comparison as the scale of the game is a whole lot smaller with many enclosed and much smaller areas allowing for easier AI nodes for pathing etc, it also has a lot of scripting involved but it does highlight the attention to detail that games displayed.
Heck in terms of optimisation, in the right hands, the Cell Broadband Engine was still rather comparable in performance to the Jaguar cores of the PS4. Of course, it's extremely difficult to do that, coding for those SPUs was never easy so seeing that level of performance was very rare.