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The better PC you have - the less buggy the game becomes. It really relies on robust and quick data streaming, so if the game is not able to load stuff in time, things get broken - be it animation absence (t-posing), low quality models, blurry textures,script lags or softlocked cutscenes.

On beefy PC's you won't see most of these at least. Also the game crashed just once on me, in 70 hours of playing.
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Void Eclipse: The better PC you have - the less buggy the game becomes. It really relies on robust and quick data streaming, so if the game is not able to load stuff in time, things get broken - be it animation absence (t-posing), low quality models, blurry textures,script lags or softlocked cutscenes.

On beefy PC's you won't see most of these at least. Also the game crashed just once on me, in 70 hours of playing.
That has nothing to do with the crashes.

I'm running of a 7200rpm platter drive and the city loads fine.
the people load in a few seconds later.

I'm fine with that.... what I'm not fine with is the CTD's that crash the entire graphics driver and require a system reboot!


Oh and my machine is quite good, other then the HDD.
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Void Eclipse: The better PC you have - the less buggy the game becomes. It really relies on robust and quick data streaming, so if the game is not able to load stuff in time, things get broken - be it animation absence (t-posing), low quality models, blurry textures,script lags or softlocked cutscenes.

On beefy PC's you won't see most of these at least. Also the game crashed just once on me, in 70 hours of playing.
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ast486: That has nothing to do with the crashes.

I'm running of a 7200rpm platter drive and the city loads fine.
the people load in a few seconds later.

I'm fine with that.... what I'm not fine with is the CTD's that crash the entire graphics driver and require a system reboot!

Oh and my machine is quite good, other then the HDD.
It may seem like a weird question, but how are you controlling the game?

I was also having frequent CTDs, but I successfully identified that they were caused by me mixing my control inputs.

I have a Wooting Two keyboard where the keys are analogue and are recognised by the game as Xbox controller stick inputs. Using it in analogue mode alongside regular KB&M inputs for everything outside of movement resulted in the CTDs.
Since I have switched to using my keyboard like a regular one for Cyberpunk, I have not had a single CTD in a week.
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ast486: That has nothing to do with the crashes.

I'm running of a 7200rpm platter drive and the city loads fine.
the people load in a few seconds later.

I'm fine with that.... what I'm not fine with is the CTD's that crash the entire graphics driver and require a system reboot!

Oh and my machine is quite good, other then the HDD.
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Mungrul: It may seem like a weird question, but how are you controlling the game?

I was also having frequent CTDs, but I successfully identified that they were caused by me mixing my control inputs.

I have a Wooting Two keyboard where the keys are analogue and are recognised by the game as Xbox controller stick inputs. Using it in analogue mode alongside regular KB&M inputs for everything outside of movement resulted in the CTDs.
Since I have switched to using my keyboard like a regular one for Cyberpunk, I have not had a single CTD in a week.
Interesting.
Also your icon... I remember that show.. :-)
....man was it short lived here!

I have a usb keyboard and mouse which are both... i think it's called Xinput devices.
I have a controller, but it's put away.
But now that you mention it, I do have this eyeball microphone; not sure what it registers as, but I'm willing to try running without it.
Thanks for the suggestion... lessi if it helps.

Edit:
Tried it.
I played for an hour or two before crashing, but in the end still got a display driver crash. :-(
Post edited December 21, 2020 by ast486
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Void Eclipse: The better PC you have - the less buggy the game becomes.
A bug is a bug, it'd be a problem no matter how beefy the PC is. What will be the case though is that with this being one of the more demanding games to hit the market for a while, there'll be a bunch of systems getting really pushed for the first time that are finding out they're not quite as stable under that kind of load. CP is the first game I've seen push my 2070 higher than 60c since I've got it for example; if my case cooling wasn't up to task this would have been the first time I found out about it.
high rated
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sanscript: I would be glad and a little surprised if they did, but no. They've only announced bugfixes in three stages so far.
The thing to remember is that CDPR is not Square or EA, they cannot simply release a couple of patches to fix the strict minimum of issues and then move to the next game.

They only release a game once every X years, so even if they put all their team on the next game today it will be at least 4 or 5 years before it's released.

Also they wants Cyberpunk to be their next big franchise. Here even if a lot of feature are missing, there are bugs, they still have the 95% of the foundation of something that can be used for multiple extensions and even sequels, so they cannot simply "drop it" and move to the next thing, they have to fix it and use it. And of course let's not mention that their reputation is in the gutter right not and they need to repair it.

When you release 5-20 games per year you can "afford" to have one or two shitty release per year, but when you release one game every 5 year you cannot.
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sanscript: I would be glad and a little surprised if they did, but no. They've only announced bugfixes in three stages so far.
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Gersen: The thing to remember is that CDPR is not Square or EA, they cannot simply release a couple of patches to fix the strict minimum of issues and then move to the next game.
Based on their track record alone, yes. But again, time will tell, sooner or later, time will tell.
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Void Eclipse: The better PC you have - the less buggy the game becomes.
This usually comes from people who have absolutely no idea how a computer works and it's just pure fantasy. Not even a "NASA computer" could magically make the game fix itself or add missing features.
Post edited December 21, 2020 by sanscript
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sanscript: Based on their track record alone, yes. But again, time will tell, sooner or later, time will tell.
I think you misunderstood what I was trying to say, what I meant is that, even forgetting their track record, they don't really have a choice.

Cyberpunk will probably the only major game they will release for several years, they need to continue supporting, not to be nice with the fans or anything, but because it's the only (or at least main) way for CDPR to make money (continued sales, paid extensions, micro transaction in the MP, etc...) until the next major release. So they cannot simply put it in "profit and loss" and move on like EA and Ubisoft could.
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sanscript: Based on their track record alone, yes. But again, time will tell, sooner or later, time will tell.
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Gersen: I think you misunderstood what I was trying to say, what I meant is that, even forgetting their track record, they don't really have a choice.
Like I wrote; But again, time will tell, sooner or later, time will tell. And fixing bugs alone will not save this game.

No, I understood you just good ;)
Post edited December 21, 2020 by sanscript
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Gersen: The thing to remember is that CDPR is not Square or EA, they cannot simply release a couple of patches to fix the strict minimum of issues and then move to the next game.
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sanscript: Based on their track record alone, yes. But again, time will tell, sooner or later, time will tell.
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Void Eclipse: The better PC you have - the less buggy the game becomes.
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sanscript: This usually comes from people who have absolutely no idea how a computer works and it's just pure fantasy. Not even a "NASA computer" could magically make the game fix itself or add missing features.
That's why you should read the following explanation. I won't mind to rephrase it so probably one may understand it: a lot of bugs in this game come from the situation, when weak rig isn't able to stream data in time. So eliminating bottlenecks along the way, be it fast SSD, fast CPU or a lot of RAM, helps a lot.
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Void Eclipse: That's why you should read the following explanation. I won't mind to rephrase it so probably one may understand it: a lot of bugs in this game come from the situation, when weak rig isn't able to stream data in time. So eliminating bottlenecks along the way, be it fast SSD, fast CPU or a lot of RAM, helps a lot.
I would then suggest to people who believe this to take some online course on the internet or on campus (Computer Science f.ex.), because that sentence shows a complete lack of understanding of how computers, especially how software/hardware interactions work...

Things only related to processing power alone (more calculations per second) can certainly help, but it can't fix or even help fundamental bugs (or errors) withing the code.

The term "Bottlenecking" are only used for when one component is lacking in power/calculations/speed in relation to other components within the same ecosystem, however, it has nothing to do with bugs withing the code or how the code itself operates, as data is transferred the same no matter how slow or how fast it is crunched on or transferred between areas in the computer.

You're conflating things here that aren't alike. Data that doesn't come fast enough from a component isn't a bug, that's a bottleneck.

If a file is corrupt f.ex. it won't matter if it is on a SSD or HDD, or having a faster CPU, the file is STILL corrupt. Or a car with broken AC can still drive just as good in 20kph and in 200kph. Data is loaded faster from an SSD than from an HDD, but that is not related to a bug.

Unless you can accurately pinpoint the exact bug (something only a dev can) and confirm it has any relation to speed, such statements are generally utterly meaningless.
Post edited December 21, 2020 by sanscript
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Void Eclipse: That's why you should read the following explanation. I won't mind to rephrase it so probably one may understand it: a lot of bugs in this game come from the situation, when weak rig isn't able to stream data in time. So eliminating bottlenecks along the way, be it fast SSD, fast CPU or a lot of RAM, helps a lot.
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sanscript: I would then suggest to people who believe this to take some online course on the internet or on campus (Computer Science f.ex.), because that sentence shows a complete lack of understanding of how computers, especially how software/hardware interactions work...
Unless you can accurately pinpoint the exact bug (something only a dev can) and confirm it has any relation to speed, such statements are generally utterly meaningless.
What are you trying to prove lol. should I go case by case? Ok people complain about t-posing NPCs. I don't have t-posing npcs. So most likely slow storage or io chain is not able to stream animation data in time. the same is about lip sync. the same is about cutscene scripts. no loaded scripts in time - cutscenes stuck without advance for 30 seconds, or scripts got killed by virtual machine timeout and the game softlocks. it is so obvious, yet you have chosen me to be a victim of your smarts.
Post edited December 21, 2020 by Void Eclipse
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sanscript: I would then suggest to people who believe this to take some online course on the internet or on campus (Computer Science f.ex.), because that sentence shows a complete lack of understanding of how computers, especially how software/hardware interactions work...
Unless you can accurately pinpoint the exact bug (something only a dev can) and confirm it has any relation to speed, such statements are generally utterly meaningless.
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Void Eclipse: What are you trying to prove lol. should I go case by case? Ok people complain about t-posing NPCs. I don't have t-posing npcs. So most likely slow storage or io chain is not able to stream animation data in time. the same is about lip sync. the same is about cutscene scripts. no loaded scripts in time - cutscenes stuck without advance for 30 seconds, or scripts got killed by virtual machine timeout and the game softlocks. it is so obvious, yet you have chosen me to be a victim of your smarts.
I have a rig that is way above maximum specifications in many ways with only CPU being slightly behind. I have all of those issues - t-posing NPCs (randomly appearing - can't tie them to detail heavy sequences), lack of lip sync (or even lip movement altogether on specific dialogue) etc. Don't think that this is due to specs.
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Void Eclipse: What are you trying to prove lol. should I go case by case? Ok people complain about t-posing NPCs. I don't have t-posing npcs. So most likely slow storage or io chain is not able to stream animation data in time.
It's nothing to do with the animation data. If loading assets was a problem the game doesn't selectively disable components, it simply sits and waits until the loading is done. T poses are usually there because the agent hasn't correctly hooked in to the game; they're effectively in the default spawn position for the engine. If there's a performance element it's more likely to be insufficient CPU or RAM to handle the number of agents, not streaming the animations (which you'd only do once to begin with; it's not like every randomly generated mook in the game has their own unique animations ...).

Lip sync could be a performance issue, though in those instances you'd normally get the full audio desynced from the cutscene. It's also equally possible they just synced the animations to one language and didn't bother redoing it for any of the others.

Though really the whole thing is moot; if the problem is based on the hardware performance the only solution is to fix the hardware performance. There's not a whole lot you can do from the software side of things beyond making the software less demanding, and I doubt downgrading the game for those on slower systems would prove to be a popular solution.
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sanscript: I would be glad and a little surprised if they did, but no. They've only announced bugfixes in three stages so far.
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Gersen: The thing to remember is that CDPR is not Square or EA, they cannot simply release a couple of patches to fix the strict minimum of issues and then move to the next game.

They only release a game once every X years, so even if they put all their team on the next game today it will be at least 4 or 5 years before it's released.

Also they wants Cyberpunk to be their next big franchise. Here even if a lot of feature are missing, there are bugs, they still have the 95% of the foundation of something that can be used for multiple extensions and even sequels, so they cannot simply "drop it" and move to the next thing, they have to fix it and use it. And of course let's not mention that their reputation is in the gutter right not and they need to repair it.

When you release 5-20 games per year you can "afford" to have one or two shitty release per year, but when you release one game every 5 year you cannot.
CDPR can definitely use CP as an example or experiment ground for their MP CP game, that is if they actually are "droping" CP, which is not likely.. IMO, they will definitely add new features and work on rebuilding their reputations in the MP CP game.