It is an exceptional case. CD Projekt Red includes Openly admit The console releases of the latest generation of Cyberpunk 2077 have profound issues, the amount of technical issues facing older hardware was less than expected, and the game was released anyway. In both prof Public statement And an emergency call to the investor, the company talks about improving the experience of the last generation and sorting out faults, glitches and errors. A hotfix patch has already been released, and another is scheduled for release in seven days, while more fundamental corrections are scheduled for January and February.
“After three delays, we as the board have focused a lot on launching the game,” said Adam Kisinski, co-CEO of CDPR. “We have reduced the size and complexity of the issues, and ignored cues about the need for additional time to improve the game on the main last generation consoles. It was a wrong approach and contrary to our business philosophy. Moreover, during the campaign, we offered the game mostly on computers.”
CDPR says he hopes his efforts will “allow us to rebuild the trust that we lost,” but the process we ended up with in this situation is surprising, and represents a failure in the process of verifying that the console game is ready to launch. Usually the game ends and is sent to the platform owners’ third-party departments, who test it against a stringent set of criteria, and send the game back if it’s not ready to be scratched.
Significantly poor performance aside for a moment, a game with this level of instability (precisely in terms of where the game actually crashes) won’t usually get certified – but somehow, Cyberpunk 2077 did. In an investor call, CDPR specifically exempts Microsoft Sony is out of responsibility, saying he told the platform owners that the issues would be addressed. Game developer Rami Ismail goes into the certification process with some depth Here, Saying concessions could be granted from platform owners that exempt games from certain tests within the certification process. It’s not uncommon for games to hit the market with problems, but Cyberpunk 2077 is so blatant – and widespread – and the system may need revision.
At this point in time, we’ve tested every available console version of the game, but given the game’s sheer size and the fact that it’s available on so many different systems, we’re not going to claim to have any kind of final analysis, just one set of data points. Experiences seem to differ from user to user and system to system, but what it tells us is that problems appear once you enter Night City. Even the content we’ve seen in demos (areas of the game you expect to see that have been tested and retested over the years) can have some profound issues. With that in mind, it strains the credibility that the Committee believed it would be able to address several issues in the time available to it. In fact, the correction schedule suggested by the company indicates a game that needs weeks if not months of additional development time.
Additionally, I think the concern here is that the perceived definition of “deep problem” might differ greatly from that of CD Projekt Red. in that A formal statement of the cases and the remedies pursued, The developer does not specifically address the performance. The only details we get are related to other issues, such as game crashes or countless bugs. On an investor emergency call, CDPR even warns us not to be realistic about performance, but it does so in a weird way by comparing the latest generation versions of Cyberpunk 2077 to the computer and the next generation versions.
Nobody expects the base Xbox One to hit 60 frames per second like the PlayStation 5, but the performance improvement dramatically so we’re not playing for much of the time between 15-30 fps is just as important as solving various bugs and crashes. Perhaps this is what CDPR means when it says that the patches “won’t make the game look like it’s running on a high-end PC or next-generation console, but it will be much closer to that experience than it is now.” – but it’s still not descriptive. Entire stretches of Xbox One games can roll out at as low as 20 frames per second, and dips below are frequent. Also of concern is that CDPR talks about basic consoles specifically, when the enhanced hardware – the PS4 Pro and Xbox One X – also has problems, especially the Microsoft console.
So other than bugs, crashes, and glitches, what are the issues facing the last generation of devices? Everything about what we’ve seen so far points to bottlenecks on multiple fronts. The base Xbox One S is the weakest device of the last generation and has the most issues – performance is lower than the already poor PlayStation 4, visual effects are significantly reduced and resolution seems to drop to the lowest in the 1200 x 675 region only. On the other end of the scale, our tests indicate that the PlayStation 4 Pro is probably the most stable version of the latest generation available at the moment – performance could still drop significantly, but it could still beat the Xbox One X by as much as Down to five frames per second, which is actually a very big problem when the frame rate is very low at first. The shot below highlights the problem – moving around or driving quickly through town can cause problems Each The last generation controller.
As to the actual cause of these performance issues, we might actually have some insight here, given the fact that next-generation controllers are essentially running the last-generation code base, albeit with some tweaks. The PlayStation 5 effectively plays PlayStation 4 code at an unlocked frame rate, while Xbox Series consoles receive the Xbox One codec with some additional improvements to quality settings, including improved density in NPCs and vehicles as well as the addition of ambient shutdowns along with mods Other. The Xbox Series S might have a less powerful GPU than the Xbox One X, but it actually delivers a more consistent and enjoyable experience – and that, too, runs from the same primary database.
So, the conclusion process suggests the following: First of all, lack of memory on last-generation devices might not be the problem – the Xbox One X has 9GB of usable RAM and it’s still having serious issues. Meanwhile, the S Series has less memory and appears to offer a better and more consistent experience overall. Where the device has clear wins over last-generation consoles in terms of storage and – crucially – CPU power. Evidence suggests that when Cyberpunk 2077 is running at its worst, lack of CPU is the main culprit. It’s especially evident when driving around town – the background broadcast systems are pretty heavy on the CPU and all versions are Buckle. Even next-generation consoles, Stadia, and PCs are experiencing low performance here. The only problem with this theory is the Xbox One X – its CPU is faster than the PS4 Pro, yet the Pro routinely outperforms it in terms of performance across the board, albeit to varying degrees.
Most of our data comes from the launch code and a 1.04 hotfix has already appeared which seeks to address some of the most important game-breaking issues, but there is little evidence that performance is a priority at the moment, and to be fair, you only need to have a must have game that Working without freezing, crashing or glitching is the primary focus. But fundamentally, the challenge facing CDPR is enormous. Based on frame rates that can drop teens, the engineering effort required to fix the game to run well on the latest generation Jaguar CPU would be extraordinary.
With The Witcher 3 we’ve seen major improvements with new corrections emerging and complex scenes like Novigrad and the infamous Crookback Bog getting better over time, so there’s hope that something can be done here to improve things – but honestly, the idea of adding 50 percent or even more performance is Cyberpunk 2077’s frame rate doubling is an exceptional request for developers. However, when primary consoles perform really poorly – especially the Xbox One – this is what is needed. For now, it looks as if the game is simply too ambitious for the latest outdated console hardware (and even more powerful enhanced hardware struggles) but hopefully over the next months, CD Projekt Red will prove us wrong, a stable, bug-free experience that arrives. To 30 fps target.