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Cyberpunk 2077 next-gen upgrade gameplay PS5 and XSX

Dr.Morris79

Gold Member
How's REEE taking this?

crushed noo GIF
Never fails to tickle me that, never :messenger_tears_of_joy:
 

Guilty_AI

Member
I don't remember the differences, but that's design structure and creativity. Pathfinding is coding. Games from 1990s have better design than both.
Different expertises. A studio that has been developing sandboxes for years and a studio that has been developing action RPGs for years, and you're comparing them in the sandbox aspects.
Why can't Rockstar figure out how to code proper movement or a good cover system for their new games despite making shooters for decades, while CDPR manages to make much better systems on their first try even if they're not perfect?
 
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Romulus

Member
Different expertises. A studio that has been developing sandboxes for years and a studio that has been developing action RPGs for years, and you're comparing them in the sandbox aspects.
Why can't Rockstar figure out how to code proper movement or a good cover system for their new games despite making shooters for decades, while CDPR manages to make much better systems on their first try even if they're not perfect?


These are false equivalences and irrelevant to pathfinding discussion. We can talk about cover systems etc if you choose, to which I agree.

I don't seem to remember the witcher 3 pathfinding being this bad was it? Same studio no? And Cyberpunk's pathfinding is jarring as hell despite being a newer game with a bigger studio now.
 

DragoonKain

Neighbours from Hell
Do you need to keep the original PS4 version on the same storage as the PS5 upgrade? I installed an SSD a few months ago and was curious if they need to be in the same storage section of the PS5.

Or does it not matter.
 

Isendurl

Member
First of all:


oDldUQQ.jpg


Secondly, they said the things that people are asking about would be in the game. You're asking the wrong questions.
You should check it again, it has been updated:
jkrshl1mv0i81.png


These are false equivalences and irrelevant to pathfinding discussion. We can talk about cover systems etc if you choose, to which I agree.

I don't seem to remember the witcher 3 pathfinding being this bad was it? Same studio no? And Cyberpunk's pathfinding is jarring as hell despite being a newer game with a bigger studio now.

Yes it was. In fact, most things people seems to complain about (like AI) are either as bad or worse in Witcher 3. People just didn't notice I guess because Witcher doesn't look like GTA.
 
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So for those of you on console how do you like it(I didnt read all the pages im sorry). I ran through it in my initial playthrough on my 3090, and my 2nd playthrough on Series X and saw how much it lost between the two..Until some solid singleplayer story DLC hits im not reinstalling again.
 

Guilty_AI

Member
These are false equivalences and irrelevant to pathfinding discussion. We can talk about cover systems etc if you choose, to which I agree.
You talk as if reducing two entire games to pedestrian path fidings and comparing them on that as if that even matters that much isn't dishonest either.
I don't seem to remember the witcher 3 pathfinding being this bad was it? Same studio no? And Cyberpunk's pathfinding is jarring as hell despite being a newer game with a bigger studio now.
It 100% was. In fact, it was worse, you'd get to places and characters would be doing and saying the exact same things over and over again, to the point of being annoying
 

Romulus

Member
You talk as if reducing two entire games to pedestrian path fidings and comparing them on that as if that even matters that much isn't dishonest either.

It 100% was. In fact, it was worse, you'd get to places and characters would be doing and saying the exact same things over and over again, to the point of being annoying


The discussion was about pathfinding specifically, we can pivot to other aspects if need be but those are separate. I never once reduced the game to just pathfinding or design or coding, it was just a specific talking point, that's it.

I'll have to boot up Witcher 3 again to see for myself, but I don't remember it being that bad.
 

Guilty_AI

Member
The discussion was about pathfinding specifically, we can pivot to other aspects if need be but those are separate. I never once reduced the game to just pathfinding or design or coding, it was just a specific talking point, that's it.

I'll have to boot up Witcher 3 again to see for myself, but I don't remember it being that bad.
Not you, but the guy on the twitter definitely did.
 

TonyK

Member
Exactly wtf is that about? Is there a single screenshot that shows drastic differences in quality and performance? Screenshots should easily favor quality mode if this is true in the slightest.
The difference is totally noticeable when playing. Regular lightning is like any other PS4, or even PS5 game out there. RT lighting is simply almost correct lighting. Objects and characters have now weight and belong to the scenario, it looks closer to a CG than normal gameplay. AO is amazing.

But it's true that it's difficult to show it in static photos. I tried myself to take screenshots in both modes and it's weird because in static photos, side by side, they look almost identical. But when playing it's perfectly noticeable, believe me. Regular version is like PS4, and RT version was simply not achievable last gen. But, again, at the cost of 30fps, and I know a lot of people will prefer the clarity and fastest response of 60fps than the CG feeling of the RT mode. But at least I'm happy because, even at the cost of 30fps, this PS5 version seems next gen for me, so the waiting has been worth it.
 
Anyone else with an LG TV and VRR checked their framerate counter in busy areas? Looks like drops into the forties from what it's saying, wonder how people are finding it without VRR in performance mode.
I don't have VRR enabled because i am playing on PS5 but when i got to the famous alley from the DF videos on the first mission which is a very busy area with a lot of NPC's my FPS dropped really hard maybe to the forties as you said!
 

Romulus

Member
The difference is totally noticeable when playing. Regular lightning is like any other PS4, or even PS5 game out there. RT lighting is simply almost correct lighting. Objects and characters have now weight and belong to the scenario, it looks closer to a CG than normal gameplay. AO is amazing.

But it's true that it's difficult to show it in static photos. I tried myself to take screenshots in both modes and it's weird because in static photos, side by side, they look almost identical. But when playing it's perfectly noticeable, believe me. Regular version is like PS4, and RT version was simply not achievable last gen. But, again, at the cost of 30fps, and I know a lot of people will prefer the clarity and fastest response of 60fps than the CG feeling of the RT mode. But at least I'm happy because, even at the cost of 30fps, this PS5 version seems next gen for me, so the waiting has been worth it.

Then side by side video comparison?
 

Justin9mm

Member
Tested out the PS5 and Series X versions.

Visually, they’re both almost identical. Only noticeable difference is that the PS5 version is slightly darker. Otherwise, no glaring differences.

But, something I did notice is that it feels like there’s a little more input lag in the PS5 version for some reason. Nothing insane, but noticeable.

Don’t kill me for this, because it could just be differences in the analog sticks of each console. But, I definitely noticed that Series X moves a little snappier.

In terms of 3D headphone audio, I tested PS5’s Tempest vs. Dolby Atmos on Series X. Clear winner, and that’s Atmos. Out of everything I tried to compare, this was the only area where the differences weren’t even close.

Hope this is a little helpful. If not, it’s cool. I don’t know you.
I have a Series X and PS5, the PS5 controller is more important to me then the Audio, The Series X controller is the loudest clicky clacky button clicking cheap shit controller I've ever had. The D-Pad is god awful and late at night I can hear it through my headphones with the other face buttons. Not to mention the almost non existent feedback, I hardly feel anything. I'm going with PS5 literally just because of this lol.
 

Riky

$MSFT
I don't have VRR enabled because i am playing on PS5 but when i got to the famous alley from the DF videos on the first mission which is a very busy area with a lot of NPC's my FPS dropped really hard maybe to the forties as you said!

Looks like their claim of rare and small framerate drops might be bullshit, I'm sure DF or VGtech will confirm.
 

NickFire

Member
Do you need to keep the original PS4 version on the same storage as the PS5 upgrade? I installed an SSD a few months ago and was curious if they need to be in the same storage section of the PS5.

Or does it not matter.
Every cross gen game I have played allows you to install PS4, PS5, or both. Completely up to you. Only time both makes sense though, IMO, is for sports games if you want to play against someone on a PS4.
 

Vick

Member
The difference is totally noticeable when playing. Regular lightning is like any other PS4, or even PS5 game out there. RT lighting is simply almost correct lighting. Objects and characters have now weight and belong to the scenario, it looks closer to a CG than normal gameplay. AO is amazing.

But it's true that it's difficult to show it in static photos. I tried myself to take screenshots in both modes and it's weird because in static photos, side by side, they look almost identical. But when playing it's perfectly noticeable, believe me. Regular version is like PS4, and RT version was simply not achievable last gen. But, again, at the cost of 30fps, and I know a lot of people will prefer the clarity and fastest response of 60fps than the CG feeling of the RT mode. But at least I'm happy because, even at the cost of 30fps, this PS5 version seems next gen for me, so the waiting has been worth it.
Man, stay away from the PC version maxed out then or you'll might pass out.

Cyberpunk-2077-RT-Ultra.jpg


Only Shadows are active on current gen Consoles.
 

Elios83

Member
The difference is totally noticeable when playing. Regular lightning is like any other PS4, or even PS5 game out there. RT lighting is simply almost correct lighting. Objects and characters have now weight and belong to the scenario, it looks closer to a CG than normal gameplay. AO is amazing.

But it's true that it's difficult to show it in static photos. I tried myself to take screenshots in both modes and it's weird because in static photos, side by side, they look almost identical. But when playing it's perfectly noticeable, believe me. Regular version is like PS4, and RT version was simply not achievable last gen. But, again, at the cost of 30fps, and I know a lot of people will prefer the clarity and fastest response of 60fps than the CG feeling of the RT mode. But at least I'm happy because, even at the cost of 30fps, this PS5 version seems next gen for me, so the waiting has been worth it.

I think you're mistaking some sort of post processing probably involving a more aggressive motion blur and some higher volumetric fog settings with ray tracing.
The only ray traced stuff is shadows and the effect is so subtle that it's impossible to notice unless you're doing specific side by side comparisons.
I don't like how 30fps mode looks because it's visibly blurred even disabling motion blur and other effects in the menu. But motion blur seems to be impossible to totally turn off and I don't know if this is intended or bug.

Overall I was expecting much more, the only thing that statisfied me was the improved crowd density.
I look forward to see in technical comparisons made by experts if I'm missing something but my eyes were not particularly impressed.
 
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Tchu-Espresso

likes mayo on everthing and can't dance
CDPR: "Cyberpunk 2077 will be the next generation of open world games"
There is one genius here (can’t remember their name) that will claim that this statement is perfectly reasonable and correct because Cyberpunk IS an open world game AND on next gen systems 😂
 

Zug

Member
My PC has about the same raw power of a XSX/PS5 (3700x/32GB/2700s), Cyberpunk at RT Ultra settings only runs well enough at 60 fps in 1080p with DLSS. 1440p/DLSS with a good enough compromise on settings.
Nvidia cards use hardware acceleration for RT and DLSS (tensor cores), consoles/AMD GPUs don't use this tech. No wonder why RT is disapointing in this context. RT is and will most likely remain a waste of ressources on current consoles in most cases, just like it's a waste on PC without a (recent) card with a green logo.
 

TonyK

Member
Man, stay away from the PC version maxed out then or you'll might pass out.

Cyberpunk-2077-RT-Ultra.jpg


Only Shadows are active on current gen Consoles.
Yes I know, I have a friend with a 3080 playing it with all RT modes active and he says it's the most impressive thing he has played.

I need to say that he just tried to disable all RT except shadows and he said it's the most noticeable RT mode. He says that disabling all other RT modes but maintaining RT shadows retains the next gen look. But, of course, he is testing that at 60fps. I don't know if he would play with RT if he would need to choose between 30 or 60fps.

At the end it's just a personal choice if the improved lighting compensates for the loss of 30fps. I perfectly understand that for most people it will not worth the drawback.
 

Hugare

Member
This old tweet shows my issue with the washed out look or raised gamma on consoles, not sure if it's because of the broken HDR or whatever but why does it look so wrong compared to PC (just talking about black levels):


Thats because the PC version is using RT Lighting

Its darker because its using the sun as a light source, there are no probes lighting the scene incorrectly

Even now on consoles, its lit like the image on the right due to the lack of RT Lighting.

They really, really should have put in RT Lighting on consoles, since it completely changes the game.

Run it at 1080p, I wouldnt give a damn
 

NickFire

Member
The file size for the PS5 version is smaller than the PS4 one.

Is it the same way on XSX? Wonder how that could be possible.
I can't speak to XSX, but the smaller size on PS5 compared to PS4 was expected. I say that based on the understanding that game files going on a hard drive get duplicated a lot for retrieval purposes (whereas SSD's do not need this). Add in compression tools, and its not at all uncommon for this situation to occur.
 
Man, stay away from the PC version maxed out then or you'll might pass out.

Cyberpunk-2077-RT-Ultra.jpg


Only Shadows are active on current gen Consoles.
The game was always a marvel on a high end PC. The thing is this is the first time you can get it on a current gen console and not have it look like a PS3/360 game at times.
 
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elliot5

Member
Analista posted a video of PlayStation comparisons and it's definitely """"""4K""""""". In motion especially when driving the DRS HEAVILY downscales it seems. Maybe it's youtube compression, but it doesn't look sharp in the outside, but at least it maintains framerate well enough.
 
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