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Today we welcome a major update to the game from CD PROJEKT RED. The newest Patch 1.2 to Cyberpunk 2077 includes many important fixes that will improve the overall gaming experience – their list can be found here. The update will require 35 GB of free disc space to download and around 100 GB to apply the changes.
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Zimerius: i belief the mainstay of the game is similar though can be approached differently because of the faction specifics. In the end, how i understood, more DAO then Age of Decadence
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PaladinNO: I hope I'm not misunderstanding here, and that both of you haven't tried the game and wonder which "class" to pick. :)

Not wanting to spoil too much,
Your assumptions are right! Still to try the thing. Thanks a lot for a very informative post! :-)
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Gudadantza: What's the size of all the languages audio combined? can it be quantified?
That's about 50 GB, without the default English voices. You can check it on the gogdb's Builds page. Open a Build ID, then a Manifest ID to see the actual files, with their checksums. There's basically a lang_XXXX_voice.archive file of around 5 GB for every language.

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MarkoH01: 1) Normally the language itself, especially the space consuming part - which is the audio - does not need much fixing, so it is a bit hard to believe to me that every patch would also need a new language pack as well ... again, if you would decide to only use those packs for the audio only. I also cannot remember that we had thgis problem when Witcher 3 was patched again and again and again until it finally became playable and onbe of the best RPG I ever played :) Also it has been said multiple times that offline installers will be created AUTOMATICALLY after Galaxy has been updated ... what happened to this? Is "automatically" taking time now?
Using the method described above, I looked at the Korean language file and has different checksums on several versions.
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Gudadantza: What's the size of all the languages audio combined? can it be quantified?
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ariaspi: That's about 50 GB, without the default English voices. You can check it on the gogdb's Builds page. Open a Build ID, then a Manifest ID to see the actual files, with their checksums. There's basically a lang_XXXX_voice.archive file of around 5 GB for every language.

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MarkoH01: 1) Normally the language itself, especially the space consuming part - which is the audio - does not need much fixing, so it is a bit hard to believe to me that every patch would also need a new language pack as well ... again, if you would decide to only use those packs for the audio only. I also cannot remember that we had thgis problem when Witcher 3 was patched again and again and again until it finally became playable and onbe of the best RPG I ever played :) Also it has been said multiple times that offline installers will be created AUTOMATICALLY after Galaxy has been updated ... what happened to this? Is "automatically" taking time now?
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ariaspi: Using the method described above, I looked at the Korean language file and has different checksums on several versions.
Honestly, if they are launching a 340 GB patch, 50 more GB for languages is not a reat deal, 45 if you vanish those you do not want to use.
The user that is able and have the patience to download 300 GB can download 340. I hope you mean what I am saying.
Really this is going mad.
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ariaspi: That's about 50 GB, without the default English voices. You can check it on the gogdb's Builds page. Open a Build ID, then a Manifest ID to see the actual files, with their checksums. There's basically a lang_XXXX_voice.archive file of around 5 GB for every language.

Using the method described above, I looked at the Korean language file and has different checksums on several versions.
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Gudadantza: Honestly, if they are launching a 340 GB patch,
From the OP: "The update will require 35 GB of free disc space to download and around 100 GB to apply the changes." Just a 35 GB patch. A 340 GB could be... I do not know what to say, humongous?
Post edited March 31, 2021 by Carradice
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Gudadantza: Is it me or the games and patches' sizes in modern AAA titles became out of control these days?
"People got disk space" these days (but seriously, SSDs are cheap now), so they don't have to - more like "don't care to" or "don't know how to" - code a game properly, with optimized compression.

That said, what takes up the bulk of the space is high-resolution textures and up to 4K cinematic renders.
If they did without those, and let games come back down to the times of Duke Nukem 3D, they could make the games much, much smaller in size (still remember Liero, which, including a map maker, only took ~450 KB).

I was certain a 1 TB SSD for games would be enough. Not so, it turned out. So I bought another 512 GB SSD - still getting filled up. So if the 2 TB NVMe I replaced both with still isn't enough, I am rather out of options. Unless I resort to deleting something (but as a collector of internetz, with 36 TB of space in the home server and another 12 TB in the main PC - plus 11 TB externally - that's heresy).
Post edited April 01, 2021 by PaladinNO
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Gudadantza: Honestly, if they are launching a 340 GB patch,
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Carradice: From the OP: "The update will require 35 GB of free disc space to download and around 100 GB to apply the changes." Just a 35 GB patch. A 340 GB could be... I do not know what to say, humongous?
Oh, ok, Then it is a 35Gb patch and not 350? well, sorry for the misunderstanding, much better, but it is even huge for my standards. :)

I am starting to thing that a console HD is bigger than my 1TB external HD. And I was so proud of it. It has six years.
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ziemiak: Minimap is still too zoomed in I overshot every corner.
And by "overshoot", I assume you mean "crashing into a building" like I do?

Minimap definitely needs to be zoomed out a bit, as you say, especially when driving the faster cars, like the Shion, Type-66 and Veyro...ehm, Caliburn.
Post edited April 01, 2021 by PaladinNO
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Carradice: From the OP: "The update will require 35 GB of free disc space to download and around 100 GB to apply the changes." Just a 35 GB patch. A 340 GB could be... I do not know what to say, humongous?
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Gudadantza: Oh, ok, Then it is a 35Gb patch and not 350? well, sorry for the misunderstanding, much better, but it is even huge for my standards. :)

I am starting to thing that a console HD is bigger than my 1TB external HD. And I was so proud of it. It has six years.
Yes, the size of this game is enormous. Other modern games seem to require loads of space as well. I am thinking of making a first dip of Cyberpunk 2011 using GOG's version on a virtual machine, see how it goes, like dipping a toe first. It should be easy to do in geforce now with a free account, since GOG has been adding some games there.
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Gudadantza: Oh, ok, Then it is a 35Gb patch and not 350? well, sorry for the misunderstanding, much better, but it is even huge for my standards. :)

I am starting to thing that a console HD is bigger than my 1TB external HD. And I was so proud of it. It has six years.
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Carradice: Yes, the size of this game is enormous. Other modern games seem to require loads of space as well. I am thinking of making a first dip of Cyberpunk 2011 using GOG's version on a virtual machine, see how it goes, like dipping a toe first. It should be easy to do in geforce now with a free account, since GOG has been adding some games there.
Games w/ lots of unique textures, high end textures (especially if 4K and above), lots of audio, high-end audio, and/or anything else especially if it's uncompressed - yeah, just expect more of this.

Especially w/ big open-world games like these.

Or games w/ tons of components and modes, like the COD ones.

Literally, some of the COD games in full eat up over 200GB. Gears of War 4 PC eats up over 130GB. FFXV w/ all DLC's is around 150GB.

Imagine what it'll be like, when we begin getting games w/ 8K textures...
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Carradice: From the OP: "The update will require 35 GB of free disc space to download and around 100 GB to apply the changes." Just a 35 GB patch. A 340 GB could be... I do not know what to say, humongous?
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Gudadantza: Oh, ok, Then it is a 35Gb patch and not 350? well, sorry for the misunderstanding, much better, but it is even huge for my standards. :)

I am starting to thing that a console HD is bigger than my 1TB external HD. And I was so proud of it. It has six years.
The patch itself is ~34gb.

HOWEVER...it requires 384gb free space to actually apply, if you are using the offline installers. Because needing 6x the game's install size is...fine...

It's easier to just download the 100gb install files and do a fresh install than messing with that nonsense.
Post edited April 01, 2021 by Fomalhaut30
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PaladinNO: I hope I'm not misunderstanding here, and that both of you haven't tried the game and wonder which "class" to pick. :)

Not wanting to spoil too much,
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Carradice: Your assumptions are right! Still to try the thing. Thanks a lot for a very informative post! :-)
Thank you, it was fun to write all of it too actually. :)

Added some more stuff to my post, and I think I've now nailed most of the grammatical and typing errors (turned out to be list of errors as long as the 1.2 patch notes when I read it again in an actual "awake" state, unlike at 4 AM when I first wrote it).

I tried to keep it simple, but this game is big enough to make "simple" also rather complex - which is a good thing, I suppose. Feel free to ask any other game technical questions you may have, and I'll try to answer them. Unlike the local forum I've tried discussing CP77 in, it's nice to have someone actually care about what I write about the game. ^^

One thing though: there's a special gun in the game (well, there are several of them, but this one is "special" special of the snowflake kind), so if you've read any of the "Expeditionary Force" books by Craig Alanson, "Skippy" is in the game! Which certainly got me excited, though I guess if you haven't read the books you're well within your rights to be sceptical. ^^

Anyway, the Skippy smart gun got an integrated AI - which is basically as smart as the pedestrian AI - and it talks to you. You get a hilarious dialogue when you first pick him up, and will occasionally hum when you have it / him in your hand, and randomly fire a burst on its own when aiming. Like at a civilian. Extremely annoying, just like the Skippy in the books. And I love it! xD

Top tip, and this isn't meant to make sense until you play the game - get to it, chop-chop, mate - and pick Skippy up: pick the following answers when you eventually get the dialogue options at various places of using the gun:
- Puppy-loving pacifist sounds better.
- I don't know.
- OK, I'll take you to Regina.

Failure to select the options I listed above will result in Skippy being mad at you whenever you select him, and will make him miss targets at literally point-blank range. As to what the options above will do...well, you'll find out. So, enjoy. ;)

And I forgot to mention - during interactions, the YELLOW options are decisions that will determine the game forward, and the BLUE options mostly just give more information without deciding anything.
I say "mostly" because some blue choices also suddenly progresses the game.

My guess is, those choices aren't deciding anything of consequence, but I'm not sure about that.
Post edited April 04, 2021 by PaladinNO
For those of you already having updated to 1.2, there are a few issues not mentioned in the patch notes.

- During the initial conversation with Wakako when "Sinnerman" is activated, does she still not say anything for about 19 seconds when V asks "What's the spec?"

- And can the Defender LMG now be properly modded?

- And does Lizzie (the pistol) now come properly with 10 rounds (instead of just 9) in the magazine when selecting it after reloading a save or restart the game.

And are the physics still as random? Still threading on a movable object and fly half a block away? Or walk off from the roof of a car and die instantly against the ground? Or walk down any slope gradient and suddenly and randomly die instantly?
Post edited April 03, 2021 by PaladinNO
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PaladinNO: For those of you already having updated to 1.2, there are a few issues not mentioned in the patch notes.

- During the initial conversation with Wakako when "Sinnerman" is activated, does she still not say anything for about 19 seconds when V asks "What's the spec?"

- And can the Defender LMG now be properly modded?

- And does Lizzie (the pistol) now come properly with 10 rounds (instead of just 9) in the magazine when selecting it after reloading a save or restart the game.

And are the physics still as random? Still threading on a movable object and fly half a block away? Or walk off from the roof of a car and die instantly against the ground? Or walk down any slope gradient and suddenly and randomly die instantly?
1. Haven't gotten to that part yet, can update when I do.

2. I accidentally broke it down, so oops!

3. You know, I don't think I even looked, but now I'm gonna.

4. Physics issues I haven't noticed.

I will say this, some things are still present, despite the performance increases. Items clipped randomly into the ground, loot that isn't pickupable, and in one case, and I didn't notice because obviously: a random NPC being completely invisible in Afterlife. I didn't notice it at first, but around my third or fourth trip in, I noticed floating drink at a table, approached, and sure enough, an NPC talk icon popped up. I can see how that could maybe be missed, but a lot of the glaring physics issues I have not noticed personally, and I've drove or ridden most of the vehicles, done all forms of combat, blown up plenty of things, and didn't really even notice a performance dip, despite running it in 4K and a bit under ultra everything. A lot of minor annoyances are still fairly present, and there's occasional pop-in texturing here and there, but the texture streaming seems to be faster/better when it does.

Oh, and I forgot, enemies occasionally tripping over fallen or dead comrades and falling on their faces is still very much a thing, and hilarious every time it happens. That said, for the most part, the gunplay seems a lot slicker and faster paced, in an increased capacity.
Post edited April 03, 2021 by LiquidOxygen80
*sigh*

I'm still waiting for that deep branching and mature RPG game with next-gen AI they sold me...

But seriously, killing a harddrive like that is painful with all these rapid and huge updates.
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PaladinNO: For those of you already having updated to 1.2, there are a few issues not mentioned in the patch notes.

- During the initial conversation with Wakako when "Sinnerman" is activated, does she still not say anything for about 19 seconds when V asks "What's the spec?"

- And can the Defender LMG now be properly modded?

- And does Lizzie (the pistol) now come properly with 10 rounds (instead of just 9) in the magazine when selecting it after reloading a save or restart the game.

And are the physics still as random? Still threading on a movable object and fly half a block away? Or walk off from the roof of a car and die instantly against the ground? Or walk down any slope gradient and suddenly and randomly die instantly?
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LiquidOxygen80: 1. Haven't gotten to that part yet, can update when I do.

2. I accidentally broke it down, so oops!

3. You know, I don't think I even looked, but now I'm gonna.

4. Physics issues I haven't noticed.

Oh, and I forgot, enemies occasionally tripping over fallen or dead comrades and falling on their faces is still very much a thing, and hilarious every time it happens.
Please tell me you didn't accidentally disassemble Lizzie! That's, like, the best weapon in the game! :O
I know your pain though - I managed to disassemble Dying Night (the first, free weapon you get at the start of the game) and I was really sad when I lost it.

And it's so easy to do! You play around, do missions, picking up everything you see...and when the "you're carrying too much!"-message comes, you just tap Z and quickly not paying attention because it's so tedious. And suddenly you've lost a whole bunch of stuff you did want to keep, because the game doesn't warn you.

Which is rather weird, as the game does warn you when trying to sell any iconic weapon, the one thing where you are actually paying attention. Should be the other way around, honestly: want to sell an iconic weapon, go right ahead, you get a free chance to get it back - but trying to disassemble one should give you a warning popup.

I've mostly just duplicated any iconic weapon and placed a few in my apartment stash in reserve (and used a hack to put a "quest"-marker on them so they can't be sold or disassembled). Even iconic weapons get their DPS randomized when upgrading them, but seemingly with a higher chance to get a good one compared to regular weapons.

As for the LMG, I think the legendary one can be bought from the weapons vendor in Kabuki market (Watson).

The physics are very noticable (unless they've worked on it in the 1.2 patch of course), especially when running downhill. And I have never understood what exactly happens when I walk off a car - I first jump up on the roof (for some reason, I like doing that in this game) and then just walks off it, doesn't matter which side...and I just splatter against the ground, the game completely ignoring both my legendary Biomonitor and Second Heart.

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Yeah, the fall face-first incidents are hilarious! Especially when the MaxTac troops stumbles - most of those times I'm like "*phew* Thanks to your stupidity, I'm actually gonna survive this!" xD
Post edited April 03, 2021 by PaladinNO