Cyberpunk 2077

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GodisanAtheist

Diamond Member
Nov 16, 2006
7,150
7,645
136
i gotta say, things are not looking great for CB77. Devs have already opened up to refunds, the internet is awash with videos of buggy gameplay, the user reviews are scathing, citing mediocre gameplay, bad AI. It went from GAMING MESSIAH to No Man's Sky in not even a week.

- I have been following this thread since the beginning and seeing the conversation go from "no they're delaying it so it's perfect" to "what in the hell have they been working on for 8 damn years!" has been incredibly cathartic.

It's a pattern I see repeated again and again and again: when resources are limited and time is tight, people find smart ways to put out incredible work. When money flows like Mana from heaven and time has lost all meaning, people tend to bite off more than they can chew or poorly prioritize what they think people want.

Every artist needs an editor to pull them back from their vision and ground them in reality.

CP2077 is probably the last preordered PC AAA game in my lifetime (the previous being Diablo 3 vanilla all the way back to 2012), I thought it would be the last beacon of hope in the age of AAA pretty snoozefests.

- Another source of catharsis for a patient gamer is having the wait and see approach validated. CP77 will eventually be a good game. CDPR is a solid company that has a rep for standing behind their products (W3 is slated for a huge patch next year that adds RTRT and other things) but it looks like something went horribly wrong in development and here we are.

They should have accepted that the game was going to be launched piecemeal and on last gen hardware from the start and really embraced a 4-5 year dev cycle and a 30-40 hour game.

My prediction is in two years we'll have a solid 100 hour game with multiple content updates for $20 bucks or less.
 

Ajay

Lifer
Jan 8, 2001
16,094
8,109
136
Did Crysis ever get this much hate for being released in a world where no hardware existed that could play it properly? (Ignoring all the bugs here, just the argument that it is "unconscionable to release something that 'can't be played' on the latest and greatest.")
Yes, IIRC. I gave up on it after playing the demo. I was going to go back to it after my next vid cards update, but don't remember doing so. Too bad, the game looked super cool.
 

Ajay

Lifer
Jan 8, 2001
16,094
8,109
136
Another source of catharsis for a patient gamer is having the wait and see approach validated. CP77 will eventually be a good game. CDPR is a solid company that has a rep for standing behind their products (W3 is slated for a huge patch next year that adds RTRT and other things) but it looks like something went horribly wrong in development and here we are.

They should have accepted that the game was going to be launched piecemeal and on last gen hardware from the start and really embraced a 4-5 year dev cycle and a 30-40 hour game.

My prediction is in two years we'll have a solid 100 hour game with multiple content updates for $20 bucks or less.
Yeah, after reading this thread and some videos (specifically ones run on hardware almost identical to my own) - I'm thinking this might be a fun game to play a year or so from now, after GFX card upgrade (hopefully for my BDay).
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,097
460
126
It isn't so much that the PC build shipped out with a config for consoles as it is that the build is unable to properly use threads on AMD hardware. So your 8 core/16 thread CPU is only using 8 cores and ignoring the 8 additional threads. This doesn't appear to affect Intel CPUs.

Also, the presets for graphics don't always do what you expect. Enabling medium ray tracing, for example, doesn't mean it is only turning on the ray tracing hardware, but also teaking many of the other settings that were enabled in the "high" or "ultra" presets (which were without ray tracing) such as turning on DLSS and tuning down other settings. Just be aware of this as you might be making assumptions that it is just taking the previous settings that were enabled under the lower preset and turning on some additional features. This makes sense since with ray tracing, we have 2 generations of hardware now, and it is still a high resource cost, such that you can't do some of the things you could with it off once you turn it on.

That all said, I won't be getting this game until I can get my hands on a 3080 or 3080 TI (since it might be more likely that I can grab a 3080 TI on release since at least at that point in time there is some level of stock stored up and released at one time, where-as for the 3080s I am currently playing a game of hungry-hungry-hippos against a thousand or more bots.
 
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simas

Senior member
Oct 16, 2005
412
107
116
That all said, I won't be getting this game until I can get my hands on a 3080 or 3080 TI (since it might be more likely that I can grab a 3080 TI on release since at least at that point in time there is some level of stock stored up and released at one time, where-as for the 3080s I am currently playing a game of hungry-hungry-hippos against a thousand or more bots.

Thinking about 3080 TI as well. However timing wise.. Who knows. Feb announcement, Feb or May 'release', June-August actual availability?? I just don't understand the two lines below make sense together
1) 'we are in the big pandemic crisis' so account for it (from consumers), 'times are hard'
2) 'we see unprecedented demand' from the manufacturers of what is very much luxury/entertainment like Nvidia, AMD, Sony, Microsoft, etc.

Which one is it? Things are so bad , bad, bad in the economy that people line up in front of the Walmart stores and camp overnight for gaming consoles??
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,097
460
126
We are in a pandemic, but it isn't "bad" for a lot of people with jobs outside of the service industry. Most of the non-service jobs can work from home for a large portion of their workweek. But this means they need one or more computers at home to accommodate them working from home if they intend to do things more than just reading/writing documents and email. So you are seeing people upgrading their systems for the first time in years since previously if they wanted to compile something or render a scene, they used their work provided workstation (but that is now in the office and they want something to do it at home).

They might have one system already that could do some of this work, but there might be 2 or 3 or 4 people in the household that now need a computer all at the same time (i.e. significant other both working from home, and kids/teens/young adults going to classes online). So, yes, computer demand is a little out of control at this moment and getting worse before it gets better now that people are finally realizing this pandemic is real and not fake news with more people dying each day in the USA from it than died in the 911 attacks in New York/PA/Washington, with about 6-8 months between now and when everyone might be able to have a vaccine (and time for the vaccine to work in the persone receiving it). I mean if we keep up with the 3k a day rate, that looks to be another 400-600k deaths (and that is making some big assumptions on the rate staying stable and not continuing to grow exponentially like it has been for the last 2 months).
 

sze5003

Lifer
Aug 18, 2012
14,242
638
126
Last I heard was 3080Ti to be announced in January. Let's see if we hear anything.

That is the card I want and I will come back in another 3 years if I get one. This 1080ti has done an awesome job until well, this game.

Today I saw that three times I got an alert from a 3080 bot about Asus having some cards for sale.

Of course by the time I click add to cart it's gone.

I think that by the time we can get new cards CDPR will add some patches and hopefully make the performance better for those of us with cards that can not use DLSS.
 

cmdrdredd

Lifer
Dec 12, 2001
27,052
357
126
Did Crysis ever get this much hate for being released in a world where no hardware existed that could play it properly? (Ignoring all the bugs here, just the argument that it is "unconscionable to release something that 'can't be played' on the latest and greatest.")

It was never sold and marketed as a game designed for a certain hardware set.
 

sze5003

Lifer
Aug 18, 2012
14,242
638
126
Tried memory pool file edit. Dunno if I gained any performance by much. I'm still in the 40-47 fps. Still drops to 30 in certain parts of the city. But I do notice indoors I can get up to 55 fps sometimes 60.

There were some new Nvidia drivers today but it did not feel like they did anything.
 

Zenoth

Diamond Member
Jan 29, 2005
5,196
197
106
As much as I talked about the Pedestrian / Crowd system of the game (and a couple of things in general related to the 'life', or lack thereof, within Night City), coming back from doing a number of Side and a few Main Quests I think it's time to get back to a reality check. Because there are parts of this game that shine incredibly bright - at least in my... opinion. The more I keep playing the game, the more it is indeed apparent that this game's "production quality" happens to be very inconsistent, or perhaps I should say that it's overall a fragmented / isolated thing.

There are systems / 'branches' of this game that really were worked on with care, and quality. And besides the actual City itself being one obvious part (by that I mean just the City itself, not the population; but just the infrastructure, its layout, how it was designed, and how it truly feels like an organic accumulation of City expansion over decades of growth), I have to say that most of the Main Quests (and most of the Side Quests, as well) were crafted very well (when they do work, of course; not including glitches when they do show up). I cannot count the number of details that as a gamer I could have argued something like "They really didn't have to animate this part, or make that character do this, it's too much details" (because yes ironically enough some people jump in "RPG-induced" games but still don't want to experience a story, to take time, to listen to characters, to read just in general and to basically 'role-play' their character and try to immerse themselves into a fictitious context). But there's numerous quests where, whenever a named / important character (or more than one within the scene) is involved (basically, scripted, story-driven quests) the game suddenly takes a turn for the very best; and that's where the CDPR touch comes in and gives you a nice hug, and you hear "It's ok, we're still there".

Some of those quests have an unprecedented amount of character motion / animation and expression. It plays out pretty much like a scene in a movie. In fact I do think that they motion-captured at least some of those important quests (and that's outside of using Mocap for the CGI trailers and promotional stuff). I don't want to spoil too much just in case. But I will give one example... or actually two of them.

1) Meeting Panam for the first time (at least as a Street Kid, not sure how it plays out with the other two Paths or if the quest when meeting her is 100% identical, and I don't want to know even if I do think it's the same but that's besides the main point here).

2) Meeting Judy at a... specific location for a specific portion of her own story-arc (it's vague and if you played it entirely it could mean a couple of instances but I'll keep it this way I want to avoid spoilers).

Just two vague and general examples here, but I could simply say this: most of the Side and Main quests (and of course, the Main Quests being the real show-stealers) are in line with that production quality I'm referring to. When those quests start, the way your character animates and how it feels organic and 'plausible' for the scene, how the other character(s) in the same scene interact with you or each others, how they themselves animate and make all sorts of gestures and use body language as they speak or make remarks, or show a specific emotion and their body language correspond to that emotion. The 'crafted acting' for the characters on-screen, is at times sincerely mind-blowing. The part of the Cyberpunk 2077 team that was in charge of the quests (especially the ones who made the Side and Main quests) have pushed their story-telling mastery from The Witcher 3 to some new levels here. And I DO absolutely hope that people realize, notice and spot it when that talent shows up on-screen as quests are played.

I could also simply put it this way: so far (in my Street Kid playthrough) I've had two particular quests that brought me 'to tears', one of which hit me a LOT harder than I would have expected it to even though I sort of saw it coming, what was about to happen. But when it happened... it's indeed the way the whole thing was crafted, with the background music, the camera angles, the animations, the character's expressions, body language... I mean I could just call it the cinematography at this point, which made all the difference. I actually had to stop a short moment and take a deep breath there because I was just way too immersed. That's absolutely that one quest I'll remember for a long time in ANY video game that happens to be story-driven with in-game, in-engine cutscenes. It was 100% world class story-telling and crafting in a video game at play.

It's moments like this that I am pleased do show up here and there, to help being reminded that I am playing a CDPR game. Because only a handful of other studios out there might have been able to pull that sort of crafting talent in their quests.

Strangely enough, when I play this game's Main Quests, I nearly forget that it is set within an 'open world', almost as if it wasn't even at play anymore, and that the game I was playing at that particular moment was in fact a very well designed story-based, scripted, more linear game. It feels at times almost as if Night City isn't even relevant anymore; where all the Pedestrian system complaints and the other things that make GTA5 seem like the clear winner suddenly takes a 180º turn in clear favor for this game and the development team. As long as you can sort of "forget" Night City, or rather Night City's "problems", and just pay attention to the quest lines, the story arcs, the characters and the quests' own self-contained production values, I could give this a 10 out of 10 without hesitation.

Which indeed counter-intuitively acts as a reminder that only specific portions (or "branches" of the big tree, as I like to imagine it) of this game were worked on more than others; that there is a lack of 'consistent quality' and only some things shine here and there, while others make it look like a pre-alpha Early Access Indie game on Steam (especially when looking at the PS4 / XBOX One versions... that stuff hurts a lot more than it should). I can see this game, over time, still being a 'love it or hate it' thing, with no middle ground appreciation possible. That's in large part because the "damage is done", and the 'Early Adopter' gets smacked in the face once more in this industry (there's too many examples to list, but it's the gist of it). You'll either always remember Cyberpunk 2077 as the way it 'was' at Launch even if it's 5 years down the road; or you'll manage to find the nooks and crannies that can shine and become part of what will feel like a minority who 'loved it anyway' and saw the game [possibly] grow in a positive way over several years of updates and support.

So yeah, NCPD cops spawn next to you, Pedestrians are mindless drones, you can't shoot car tires, there's no bullet impacts in the water, you can't preview clothing in a shop before purchasing something, we got a character creator with some very basic and lacking features, we can't put our vehicles in a garage and our Apartment is nearly useless throughout the game... BUT... my God are some of the quests, character animations, expressions, body language and overall story-telling moments really put things back on track at times.

I mean yeah, credits where due, I have to: the City itself (to reiterate, speaking about the City in and of itself here, not its inhabitants) and the Side / Main Quests truly are displaying the experienced talent that CDPR does have at its disposal. One could even say that CDPR simply wasn't 'qualified' for a fully-realized open world, BUT... would have made another undisputable Master Piece of a video game had they decided to turn this game into a more linear, focused, directed cinematic experience-styled game set in a smaller-scale City with less 'open world ambitions' in the veins of Mass Effect, or to perhaps use a more recent example; 2018's God of War. Because here's the thing here... before they actually announced that they had acquired the rights to make a video game out of the Cyberpunk universe (or specifically based off of the board game this game is made from with Mike Pondsmith's visions of that specific Cyberpunk world) how many here would have 'asked' or wished that such a potential game be set in a fully fleshed out open world?

I think that many of us would have been absolutely fine if right from the start they'd said something like "This will be on the same level of story-telling than The Witcher 3, but with more focus on characters, character development, story arcs and character interactions". You know, rather than trying to basically make what seemed to account for an actual lived-in, believable, extremely-detailed large scale open world with RPG elements to 'live your life' as the rest of that world does its own thing, all in a dynamic way without loading screens and... well you get it now yeah?

It was too ambitious, and they couldn't focus their talent on ALL of it. So the result is that only some fragmented sections of this game shine... but when it does, it feels like it's honestly a different game.
 
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Reactions: kurosaki

Fallen Kell

Diamond Member
Oct 9, 1999
6,097
460
126
As much as I talked about the Pedestrian / Crowd system of the game (and a couple of things in general related to the 'life', or lack thereof, within Night City), coming back from doing a number of Side and a few Main Quests I think it's time to get back to a reality check. Because there are parts of this game that shine incredibly bright - at least in my... opinion. The more I keep playing the game, the more it is indeed apparent that this game's "production quality" happens to be very inconsistent, or perhaps I should say that it's overall a fragmented / isolated thing.

This is kind of where I wish there was a little bit of research done by CDPR into a small indy game software company named Introversion Software. They had spent a few years of work on a game concept called "Subversion". Basic idea was that you were going to be in charge of one or more entities that acted as an elite infiltration unit to break into corporations to steal research, vandalize, or otherwise sabotage, using stealth, hacking, and other physical means. Their main developer spent several years working on procedural generation of whole cities, buildings, and people. Unfortunately they abandoned the project as they couldn't come up with a core gameplay that they felt was just fun (I think they simply were stuck in the weeds and simply needed to get a better view of things because I certainly felt there was a huge potential for a cyberpunk like game in there that they simply were missing). Anyway, you might know these guys as the developers of Uplink and more recently Prison Architect. They wound up using some of the ideas from Subversion in Prison Architect, but mostly just some of the basic procedural generated behavior for populations and some of the underlying tech they thought up for building security systems that were going to be used in Subversion.

I feel that this is an area that many game studios could do well to think about more. Have some basic motivations and roles applied to all NPCs and have them associated with performing various tasks and roles needed in by the environment they are in. Some basic rules and concepts would quickly simulate enormously complex behaviors without a huge computational effort now on modern day computing hardware. Yes, I get it, there can and will be unforeseen results because these are not direct scripted interactions, but this makes things so much more immersive and interactive (as well as promotes replayability). But the main idea is that every NPC has some kind of role in life in the gameworld. You don't simply have a group of NPCs that the role of is simply to walk along the sidewalk between XYZ so that there are NPCs walking on the sidewalks. The NPCs are going somewhere, for some purpose (delivering something, picking up something, going to or from work, going to a store, a party, a bar for a drink or a restaurant for some food), in other words some kind of motivation for doing what they are doing. This lets the player and other NPCs interact with each other in meaningful and immersive ways.
 

IEC

Elite Member
Super Moderator
Jun 10, 2004
14,440
5,429
136
This is the first game in years that has made me want to upgrade my hardware.

Even with 3700X + Radeon VII I'm lucky to get 48-60 FPS.
 

zinfamous

No Lifer
Jul 12, 2006
111,137
30,088
146
From what I've been reading it looks a lot better on the Series X.

Funny after I posted that, DF came out with a best settings guide. I'll try that on my pc when I get home.

Funny thing is it's mainly for their high end cards anyway. They don't seem to get into cards people actually have.


So I finally activated my AMD performance counter thingy and it looks like I was getting ~26 FPS, lol. Honestly, didn't bother me all that much, I guess? I've kept film grain on, which I really like in this game more than others (I prefer it in film over games, but this one...it just feels "right"), so that sort of unnatural softness of the world seemed to complement the low frame rate, if that makes any sense.

Anyway, I've pretty much applied the DF recommended settings at what I'm interpolating as 3440x1440 (my resolution. Oh, and 2700X + Vega64.)--mainly the turning the reflections down where they offer no real quality difference, applied the hilarious "not using enough memory on PC setting" (doing this, alone, didn't make much of a difference that I noticed, but could be because I had other settings that were locking frames? dunno, but it looked to me like turning off vsync/maximum frames or whatever, did nothing to move frames above 27 FPS, which was a weird static frame rate to see at all times. It made me think I had a frame governor on the game that I never set.)

So, I did that stuff, then set dynamic resolution with a target of 60 fps, and minimum of 70% of resolution, and now my little clocker is showing ~40FPS. ....I think that's a pretty huge win so far!
 

sze5003

Lifer
Aug 18, 2012
14,242
638
126
So I finally activated my AMD performance counter thingy and it looks like I was getting ~26 FPS, lol. Honestly, didn't bother me all that much, I guess? I've kept film grain on, which I really like in this game more than others (I prefer it in film over games, but this one...it just feels "right"), so that sort of unnatural softness of the world seemed to complement the low frame rate, if that makes any sense.

Anyway, I've pretty much applied the DF recommended settings at what I'm interpolating as 3440x1440 (my resolution. Oh, and 2700X + Vega64.)--mainly the turning the reflections down where they offer no real quality difference, applied the hilarious "not using enough memory on PC setting" (doing this, alone, didn't make much of a difference that I noticed, but could be because I had other settings that were locking frames? dunno, but it looked to me like turning off vsync/maximum frames or whatever, did nothing to move frames above 27 FPS, which was a weird static frame rate to see at all times. It made me think I had a frame governor on the game that I never set.)

So, I did that stuff, then set dynamic resolution with a target of 60 fps, and minimum of 70% of resolution, and now my little clocker is showing ~40FPS. ....I think that's a pretty huge win so far!
Try the memory pool file edit too. I'd say going from 27 to 40 is not bad even if you have to scale the resolution down a bit.

I think I'll start the game over now that I can keep a constant 40-47 fps. It still drops to 30 but I'm hoping the upcoming patches.
 

zinfamous

No Lifer
Jul 12, 2006
111,137
30,088
146
Try the memory pool file edit too. I'd say going from 27 to 40 is not bad even if you have to scale the resolution down a bit.

I think I'll start the game over now that I can keep a constant 40-47 fps. It still drops to 30 but I'm hoping the upcoming patches.

That's what I did: "not using enough memory on PC setting" that I mentioned, to bump up VRAM and CPU memory allocation, unless there is something else that I'm missing? I didn't really notice anything from an FPS counter after doing that, compared to everything else in settings being equal.

I haven't yet applied the fixes needed for Ryzen, though (waiting for CDPR to add this in a fix). ...though I'm noticing that CPU use is ~30%, with GPU @ 98%. So, maybe that will make a huge difference? That seems super low, imo, though I guess at 3440x1440, most work would naturally be going to GPU, or does it not work that way?

Now, if bumping up performance by 52% with virtually no loss in quality and keeping the same resolution is "not bad" in your mind, I guess I'll take it? I'm also not sure if I trust this frame counter, tbh.
 

sze5003

Lifer
Aug 18, 2012
14,242
638
126
That's what I did: "not using enough memory on PC setting" that I mentioned, to bump up VRAM and CPU memory allocation, unless there is something else that I'm missing? I didn't really notice anything from an FPS counter after doing that, compared to everything else in settings being equal.

I haven't yet applied the fixes needed for Ryzen, though (waiting for CDPR to add this in a fix). ...though I'm noticing that CPU use is ~30%, with GPU @ 98%. So, maybe that will make a huge difference? That seems super low, imo, though I guess at 3440x1440, most work would naturally be going to GPU, or does it not work that way?

Now, if bumping up performance by 52% with virtually no loss in quality and keeping the same resolution is "not bad" in your mind, I guess I'll take it? I'm also not sure if I trust this frame counter, tbh.
I'm using the frame counter that's built in to my Dell ultrawide.

I also am seeing only about 30% of my cpu used while gpu is at 98-99% most all of the time. I do find that odd too so I'm wondering if that has something to do with any sort of bottleneck or if something else in the game is not set correctly.

Using the digital foundry settings except have the screen space reflection to low, volumetric fog resolution and clouds to medium and mirror reflections to medium. I also turned chromatic abrasion off. Color precision or that one color setting at the bottom I set to medium but honestly I'm not sure why Alex recommends that at medium as I found no difference I think when its set to high.

Everything else is on high with the high textures option in the main menu before you load into game.
 

zinfamous

No Lifer
Jul 12, 2006
111,137
30,088
146
I'm using the frame counter that's built in to my Dell ultrawide.

I also am seeing only about 30% of my cpu used while gpu is at 98-99% most all of the time. I do find that odd too so I'm wondering if that has something to do with any sort of bottleneck or if something else in the game is not set correctly.

Using the digital foundry settings except have the screen space reflection to low, volumetric fog resolution and clouds to medium and mirror reflections to medium. I also turned chromatic abrasion off. Color precision or that one color setting at the bottom I set to medium but honestly I'm not sure why Alex recommends that at medium as I found no difference I think when its set to high.

Everything else is on high with the high textures option in the main menu before you load into game.

that's about where my settings are. Turning the counter back on...it is now showing closer to 50fps, in the day time, no rain. So, not bad at all. I think night time in this game is where visual quality really shines (obviously) with all of the reflections and lighting, particularly from the wet surfaces, but also when performance really takes a hit, ....well, because of all of those things.
 

GodisanAtheist

Diamond Member
Nov 16, 2006
7,150
7,645
136
CDPR should go all the way back to that old N64 era "fog" that lingered on the horizon of virtually every game released on that system to reduce performance issues on consoles and PC
 

sze5003

Lifer
Aug 18, 2012
14,242
638
126
I'm confident when CDPR patches it to hopefully improve performance, the use of my current settings will help gain more fps.

Now if they would only put out a small fix for their UI to scale properly for 21:9 that would be nice. It's weird sometimes they UI menu items go from 21:9 to 16:9.

I missed all the tutorial instructions in this game because of that. So due to that I'm not really sure how to use hacking, how and what to upgrade or change for my technical abilities.

Odd that you can level up for example "Cool" attribute to a higher level from the main screen. But if you click into it and upgrade attributes of that category, it doesn't bring your overall attribute level up?
 

zinfamous

No Lifer
Jul 12, 2006
111,137
30,088
146
Odd that you can level up for example "Cool" attribute to a higher level from the main screen. But if you click into it and upgrade attributes of that category, it doesn't bring your overall attribute level up?

hmm, what do you mean? cool works just like all the other attributes for me (reflex, body, technical, intelligence). you can level it up with attribute point (Rarer), thus increasing the stats it is tied to, as well as unlocking the perks within its linked perk branches (so, both stealth and cold blood). perk points (easier to obtain) can be used to level up those perks as they are unlocked by leveling up the main attribute.

perk points only bring up the level of each skill/perk within their own tree, but the attribute points that you get (1 for each level, as well as the 1 perk point), can only level up the attribute level, and it's only the attribute level that will unlock the levels within the perk tree (so, at level 11 Cool, you can access all of the level 11 perks within stealth and Cold Blood)

HOWEVER! each perk tree does have a separate level 20 PERK skill. So, say, within COld Blood, there is 1 level 20 ATTRIBUTE perk (needs 20 into Cool to unlock it), and one level 20 PERK skill of that tree (so, 20 levels of that PERK, so 20 into Cold Blood, that can only be leveled up by using the perks within that tree--Cold Blood is hard to figure out, because a lot of it isn't "Active" skills, like the reflex skills, handguns and blade, that are basically "shoot handgun or kill with sword/knife" to level up those perks. You've noticed how you level up those specific perks just by doing stuff--hacking, shooting, etc. Those levels will often award additional perk points on top of buffs to that activity (like more crits for handguns). Anyway, that system works for the entire attribute/perk mechanic as far as I have noticed. Haven't seen "cool" be handled differently than the others, or in a different menu.

as for hacking...yeah, it's confusing. The quick hacks and the "mod hacks" --which I think are the mods you can equip and unequip to your cyberdeck, and change your skills, are different. I actually haven't once upgraded my cyberdeck, so I've neither tested it nor practice it, but I think it works this way:

cyberdecks use skills in 2 different ways, all of them (that I have seen, anyway)
--there are slots in each one, depending on quality of cyberdeck (say 2 slots vs, maybe up to 5?), that you can switch out skills from items that you acquire.
--there are inherent skills attached to each cyberdeck--you see these as icons in the cyberdeck's item card, under "quickhacks, I think," These are permanent to that cyberdeck. It sucks, because you can't hover over the icons and get a description. I'm not sure if the crafting/upgrading function will actually replace those or not, though. I believe it can increase the slots, though.

a lot of the skills are quickhacks that you use directly on targets while scanning, where as a lot of the mods that you can slot in and out are more passive, I think (say when you jack in to steal credits, it influences your success in those? I'm not really sure, tbh...I know tehre are perks that do this, but again, I haven't spent enough time with that to find a build that makes me want to put together a hacking sort of build.)

scanning and looking at all the cameras and machines and trying to control that stuff, as well as mobs...just isn't working for me right now. I dunno, cameras seem to just cut back on, even if I know that I haven't been spotted. A lot of your hacks are blocked by npcs and items, and there is no clear reason why. ram use needed to perform the same tasks varies widely depending on where you are, and I don't get it (enemy level/inherent stats? item level--a lot of these don't have levels, vs those doors that you need more body or tech points to open...it's just "device that blocks your scanning for some reason")
 

sze5003

Lifer
Aug 18, 2012
14,242
638
126
hmm, what do you mean? cool works just like all the other attributes for me (reflex, body, technical, intelligence). you can level it up with attribute point (Rarer), thus increasing the stats it is tied to, as well as unlocking the perks within its linked perk branches (so, both stealth and cold blood). perk points (easier to obtain) can be used to level up those perks as they are unlocked by leveling up the main attribute.

perk points only bring up the level of each skill/perk within their own tree, but the attribute points that you get (1 for each level, as well as the 1 perk point), can only level up the attribute level, and it's only the attribute level that will unlock the levels within the perk tree (so, at level 11 Cool, you can access all of the level 11 perks within stealth and Cold Blood)

HOWEVER! each perk tree does have a separate level 20 PERK skill. So, say, within COld Blood, there is 1 level 20 ATTRIBUTE perk (needs 20 into Cool to unlock it), and one level 20 PERK skill of that tree (so, 20 levels of that PERK, so 20 into Cold Blood, that can only be leveled up by using the perks within that tree--Cold Blood is hard to figure out, because a lot of it isn't "Active" skills, like the reflex skills, handguns and blade, that are basically "shoot handgun or kill with sword/knife" to level up those perks. You've noticed how you level up those specific perks just by doing stuff--hacking, shooting, etc. Those levels will often award additional perk points on top of buffs to that activity (like more crits for handguns). Anyway, that system works for the entire attribute/perk mechanic as far as I have noticed. Haven't seen "cool" be handled differently than the others, or in a different menu.

as for hacking...yeah, it's confusing. The quick hacks and the "mod hacks" --which I think are the mods you can equip and unequip to your cyberdeck, and change your skills, are different. I actually haven't once upgraded my cyberdeck, so I've neither tested it nor practice it, but I think it works this way:

cyberdecks use skills in 2 different ways, all of them (that I have seen, anyway)
--there are slots in each one, depending on quality of cyberdeck (say 2 slots vs, maybe up to 5?), that you can switch out skills from items that you acquire.
--there are inherent skills attached to each cyberdeck--you see these as icons in the cyberdeck's item card, under "quickhacks, I think," These are permanent to that cyberdeck. It sucks, because you can't hover over the icons and get a description. I'm not sure if the crafting/upgrading function will actually replace those or not, though. I believe it can increase the slots, though.

a lot of the skills are quickhacks that you use directly on targets while scanning, where as a lot of the mods that you can slot in and out are more passive, I think (say when you jack in to steal credits, it influences your success in those? I'm not really sure, tbh...I know tehre are perks that do this, but again, I haven't spent enough time with that to find a build that makes me want to put together a hacking sort of build.)

scanning and looking at all the cameras and machines and trying to control that stuff, as well as mobs...just isn't working for me right now. I dunno, cameras seem to just cut back on, even if I know that I haven't been spotted. A lot of your hacks are blocked by npcs and items, and there is no clear reason why. ram use needed to perform the same tasks varies widely depending on where you are, and I don't get it (enemy level/inherent stats? item level--a lot of these don't have levels, vs those doors that you need more body or tech points to open...it's just "device that blocks your scanning for some reason")
Wow thanks for all that. I need to start the game over and pay more attention too. When I started playing I was so upset with the bad frame rates that all I did was bench different settings to figure out what the heck I need to do to make it better.

Then it absolutely didn't help that the UI text boxes for tips were all cut off at 21:9.

Oh another thing..for that "memory fix" we did, for CPUPool set it to half your total ram - 4. Since windows needs 4gb reserved.

I set it to 16Gb but forgot to subtract 4 from that so I'll make that edit tonight and see what happens.
 

zinfamous

No Lifer
Jul 12, 2006
111,137
30,088
146
Wow thanks for all that. I need to start the game over and pay more attention too. When I started playing I was so upset with the bad frame rates that all I did was bench different settings to figure out what the heck I need to do to make it better.

Then it absolutely didn't help that the UI text boxes for tips were all cut off at 21:9.

Oh another thing..for that "memory fix" we did, for CPUPool set it to half your total ram - 4. Since windows needs 4gb reserved.

I set it to 16Gb but forgot to subtract 4 from that so I'll make that edit tonight and see what happens.

oh, huh. I just set it to a little more than half--10 (I'm at 16gb, had long been planning to go to 32--or 64 right off the bat, if I think I will seriously go for a Zen 3 later next year). didn't think about windows, only all the chrome tabs I have open all the time, which is certainly not ideal. I may try to bump it back down.

I was having issues with the UW resolution constantly snapping back to standard 2560 on reloads, which was very annoying because that would also crop out the UI tips windows and activation information. So, not really snapping back to 2560, but just cutting off the sides of the 3440 image, I guess. super annoying.

That hasn't happened since the most recent hotfix, end of last week or whenever that was.
 
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