It’s an unusual situation. CD Projekt Red has serious issues with the latest generation console version of Cyberpunk 2077, the scale of the technical issues facing older machines is underestimated, and the game is released anyway. I publicly admit that it was done.In both Official statement And at the call of urgent investors, the company talks about improving the experience of the final generation and sorting out crashes, glitches and bugs. The hotfix patch has already been released, another patch will be released within 7 days, but the more substantive patch will be released in January and February.
“After three delays, our board was too focused on releasing the game,” said Adam Kiciński, co-CEO of CDPR. “We underestimated the scale and complexity of the problem and ignored the signal that additional time was needed to improve the game on the base final generation console. That’s the wrong approach and I It was against our business philosophy. In the campaign, we mainly showed the game on the PC. “
CDPR says it hopes that effort will “rebuild lost trust,” but the process of getting into this situation is amazing and ready for console games. Represents the failure of the entire process to verify. launch. The game usually ends and is sent to the platform owner’s third party department. The third party department tests the game against a variety of stringent standards and sends the game back if scratches are not reached.
Aside from the noticeably poor performance, games with this level of instability (especially in terms of the game actually crashing) usually didn’t get certified, but for some reason Cyberpunk 2077 did. I got it. In a call from investors, CDPR explicitly exempted Microsoft and Sony from liability and told platform owners that the issue would be resolved.Game developer Rami Ismail goes into the authentication process with some depth hereThe exemption from the platform owner states that it can allow the game to be exempted from certain tests within the certification process. It’s not uncommon for games to hit the market with problems, but Cyberpunk 2077 is so obvious and so popular that it probably needs a system review.
At this time, we’ve tested all console versions of the games available, but we don’t claim to have any kind of game because the size of the game is so large that it can be used on a variety of systems. Definitive analysis, only one set of data points. The experience may seem different for each user and system, but the problem is that it appears as soon as you enter Night City. Even the content we saw in the demo (the area of the game that is expected to be tested and retested over the years) can have some serious problems. With that in mind, the credibility that CDPR thought could address so many issues within the time it became available is lost. Indeed, the company’s proposed patch schedule points to games that require weeks, if not months, of development.
On top of that, the concern here is that the perceived definition of “serious problem” can be quite different from that of CD Projekt Red.inside that Official statement on the problem and remedy we are pursuing, The developers are not particularly concerned with performance. The only details we get are related to other issues such as game crashes and myriad bugs. Emergency investor calls warn that CDPR is realistic about performance, but in a strange way by comparing the final generation version of Cyberpunk 2077 with PC and next generation versions. I will.
No one expects the base Xbox One to reach 60 frames per second like the PlayStation 5, but due to the dramatic performance gains, most of the 15-30 fps period doesn’t play games, so it varies. It’s just as important as resolving bugs and crashes. This is probably what CDPR says, “it doesn’t make the game look like it’s running on a high-end PC or next-generation console, but it’s closer to the experience than it is today.” -But it’s still very confusing. The entire Xbox One gameplay can be deployed in the low 20 fps region, under which dips occur frequently. It is also concerned that CDPR is talking specifically about the base console. Especially if the expansion machines (PS4 Pro and Xbox One X) also have problems, especially the Microsoft console.
So what are the other issues facing final generation machines besides bugs, crashes and glitches? Everything we’ve seen so far suggests bottlenecks in multiple ways. The base Xbox One S is the weakest final generation machine and the most problematic-performance is even lower than the already poor PlayStation 4, visual effects are significantly reduced, and resolution is now as low as just 1200×675. is. On the other side of the scale, our tests suggest that the PlayStation 4 Pro is probably the most stable final-generation version currently available-performance can drop dramatically, but nevertheless. You can beat the Xbox One X at up to 5 frames per second, which is really a huge problem if the frame rate is very low in the first place. The shot below highlights the problem-when navigating the city or driving the city at high speeds, all The final generation console.
There are some tweaks to the actual reasons for these performance issues, but since the next-generation console is basically running the final-generation codebase, we’ll actually get some insights here. I can. The PlayStation 5 is effectively running the PlayStation 4 code at an unlocked frame rate, but the Xbox Series console is receiving the Xbox One code, increasing the density of NPCs and vehicles, and surroundings along with other adjustments. Quality settings have been further improved, including the addition of blockages. .. The GPU on the Xbox Series S may be lower than the Xbox One X, but it’s actually much more consistent and offers a more enjoyable experience. This is also running from the same core code base.
Therefore, the inference process suggests that: First of all, out of memory on the latest generation machines may not be a problem-the Xbox One X has 9GB of available RAM, and it’s still a serious problem. Series S, on the other hand, has less memory and seems to provide a better, more consistent experience overall. It’s storage and, crucially, CPU power that makes the machine a clear win over the latest generation consoles. Evidence suggests that when Cyberpunk 2077 is running in its worst case, the lack of CPU growl is the main cause. Especially when driving in the city-the background streaming system is very CPU heavy and all versions buckle. Even next-generation consoles, Stadia, and even PC builds are slowing down here. One problem with this theory is the Xbox One X. Its CPU is faster than the PS4 Pro, but the Pro, to varying degrees, regularly outperforms it in terms of performance.
Most of our data comes from the launch code, and 1.04 hotfixes that try to address some of the most important game-breaking issues have already appeared, but show that performance is currently a priority. There are few things, and for fairness, games that work without freezes, crashes, and glitches should be the main focus. But basically, the challenges facing CDPR are enormous. Based on the frame rate, which can drop to teens, the engineering work required to overhaul the game and run it properly on the final generation Jaguar CPUs will be extraordinary.
The Witcher 3 has seen significant improvements as new patches have been introduced to improve complex scenes such as Novigrad and the infamous Crookback Bog over time. Therefore, it is expected that something can be done here to improve the problem. Frankly, the idea of improving performance by 50% or doubling the frame rate with Cyberpunk 2077 is a phenomenal desire for developers. However, if the base console isn’t working very well (especially on the Xbox One), you need it. For now, the game seems too ambitious for the most outdated console hardware (even more powerful expansion machines struggle), but CD Projekt Red proves wrong, 30 per second. A stable, bug-free experience that achieves your frame goals.