Could it be the streaming issue was made worse by Sony's new firmware update that made some first party games have zero loadings?
Q: Why is there such a gap between PC versions of Cyberpunk 2077 and old-gen consoles?
A: Cyberpunk 2077 is huge in scope, it features a multitude of custom objects, interacting systems and mechanics. In the game, everything is not stretched out over flat terrain where we can make things less taxing hardware-wise, but condensed in one big city and in a relatively loading-free environment. We made it even more difficult for ourselves by first wanting to make the game look epic on PCs and then adjusting it to consoles — especially old-gens. That was our core assumption. And things did not look super difficult at first, while we knew the hardware gap, ultimately, time has proven that we've underestimated the task.
It'll probably look like a 3 year old game by then.It will be interesting to see in 3 years time (after some DLC's) how CP2077 will compare in performance and visual fidelity across the different platforms.
CD Project RED made an update about the issues:
Cyberpunk 2077 — Our Commitment to Quality - Cyberpunk 2077 — from the creators of The Witcher 3: Wild Hunt
A very telling thing mentioned about the consoles often ignored or dismissed even in this thread:
The game was made to shine on PC...and their efforts to shoe-horn acceptable settings on the consoles proved much harder to do that they anticipated.
The hardware gap is there, it is real and it will affect future games, depending on if the consoles sets the goals or games are made to shine and then be scaled down.
And this is already happening...right at the start of the "next-gen" console generation.
It will be interesting to see in 3 years time (after some DLC's) how CP2077 will compare in performance and visual fidelity across the different platforms.
Funny how the thing you're bragging about (PC-first) and predict to be a larger problem in the future is exactly what they claim to have done wrong and promise not to repeat in future projects.
I'm waiting to get a series x before buying cyberpunk, so I've avoided to spoil me the game but realized that until now the only things that I know are: it's set in a cyberpunk future, nice graphic, keanu reeves, unholy amount of bugs, dumb ai, bad driving experience.
I know nothing about the game, the story, the characters, because nobody talked about them.
There's a good game under the graphic or it's just something generic?
It'll probably look like a 3 year old game by then.
CD Project RED made an update about the issues:
Cyberpunk 2077 — Our Commitment to Quality - Cyberpunk 2077 — from the creators of The Witcher 3: Wild Hunt
A very telling thing mentioned about the consoles often ignored or dismissed even in this thread:
The game was made to shine on PC...and their efforts to shoe-horn acceptable settings on the consoles proved much harder to do that they anticipated.
The hardware gap is there, it is real and it will affect future games, depending on if the consoles sets the goals or games are made to shine and then be scaled down.
And this is already happening...right at the start of the "next-gen" console generation.
It will be interesting to see in 3 years time (after some DLC's) how CP2077 will compare in performance and visual fidelity across the different platforms.
Q: Why is there such a gap between PC versions of Cyberpunk 2077 and old-gen consoles?
A: Cyberpunk 2077 is huge in scope, it features a multitude of custom objects, interacting systems and mechanics. In the game, everything is not stretched out over flat terrain where we can make things less taxing hardware-wise, but condensed in one big city and in a relatively loading-free environment. We made it even more difficult for ourselves by first wanting to make the game look epic on PCs and then adjusting it to consoles — especially old-gens. That was our core assumption. And things did not look super difficult at first, while we knew the hardware gap, ultimately, time has proven that we've underestimated the task.
Well on console you should be releasing a finished product that you're selling in a store on disc that is meant to be fully playable standalone.If they needed to release in 2020, why not just blame covid and say it’s mostly playable now but will take a few months to fix?
In his message, Iwiński concedes that the company “underestimated the task.” He said that because the game’s city was “so packed and the disk bandwidth of old-gen consoles is what it is, it constantly challenged us." While the company extensively tested before the game’s release, Iwiński said it didn’t show many of the issues players experienced. Developers who worked on the game argued otherwise, saying that many common problems were discovered. The staff just didn’t have time to fix them.
berpunk 2077 was an ambitious project by any standard. CD Projekt’s previous success, The Witcher, was set in a medieval fantasy world full of swords and spells. But everything in Cyberpunk was a departure from that framework. Cyberpunk was sci-fi rather than fantasy. Instead of a third-person camera in which the player’s character appeared on screen, Cyberpunk used a first-person view. Making Cyberpunk would require CD Projekt to invest in new technology, new staff and new techniques they hadn’t explored before.
Another indication of how CD Projekt stretched things too far was that it tried to develop the engine technology behind Cyberpunk 2077, most of which was brand new, simultaneously with the game, which slowed down production. One member of the team compared the process to trying to drive a train while the tracks are being laid in front of you at the same time. It might have gone more smoothly if the track-layers had a few months head start.
While The Witcher 3 was created by roughly 240 in-house staff, according to the company, Cyberpunk’s credits show that the game had well over 500 internal developers. But because CD Projekt wasn’t accustomed to such a size, people who worked on the game said their teams often felt siloed and unorganized.
At the same time, CD Projekt remained understaffed. Games like Grand Theft Auto V and Red Dead Redemption II, often held up as examples of the quality the company wanted to uphold, were made by dozens of offices and thousands of people.
Some engineers realized that Cyberpunk was too complex of a game to run well on the seven-year-old consoles, with its city full of bustling crowds and hulking buildings. They said management dismissed their concerns, however, citing their success in pulling off The Witcher 3.
Well on console you should be releasing a finished product that you're selling in a store on disc that is meant to be fully playable standalone.
It passes Sony certification. So Sony also thinks that's it was good enough