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Category Archives: Cyberpunk
Army Of The Deads Samantha Win To Star In Cyberpunk Indie The Dresden Sun – Deadline
Posted: June 30, 2021 at 2:52 pm
EXCLUSIVE: Samantha Win (Army of the Dead) has been tapped to star in The Dresden Sun.
The cyberpunk indie pic, written and directed by Michael Ryan, is said to combine elements of the sci-fi, action and thriller genres. It watches as aheist goes south, when a brilliant, principled mercenary with a traumatic past works with an insider to steal a valued asset from Peredor Corporation called the sphere. The C & Earth corporation, vying for global dominance, seeks to find a solution to an otherworldly technology via a scientists project. Meanwhile, a financialanalyst, who despises his job at the powerful investment firm Mutual One, finds himself caught between deadly corporate rivals, financial fraud, and technological espionage, and is ultimately forced to run from a psychopathic military contractor.
In The Dresden Sun, Win will play a character known as Z.
The feature is being produced by Michael Ryan and Tyler Lockamy at Archetype Pictures. Casting is being spearheaded by Neely Gurman. Galen Christy and Mark Silba are handling worldwide sales on behalf of High Octane Pictures.
Win recently appeared as Chambers, an associate of sharpshooter Mikey Guzman (Ral Castillo), in Zack Snyders zombie heist film Army of the Dead, which established itself as one of Netflixs most-watched originals, following its release in May. On the film side, she notably portrayed the Amazonian Euboea in bothWonder Woman and Zack Snyders Justice League, also appearing in the DC blockbuster Man of Steel. On the TV side, the actress has appeared inArrow, Lethal Weapon andAgent X.
Apart from her work as an actress, Win has also served as a stuntwoman, doubling for Ming Na-Wen and Maggie Q, among others. She started out in her career as an international multiple gold medalist Wushu athlete, her last competition being the 2008 Beijing Olympic Tournament.
Win is represented by Sandy Oroumieh Management.
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Cyberpunk 2077 Benched at 8K with Ray Tracing: RTX 3090 vs RX 6900 XT – TweakTown
Posted: at 2:52 pm
Introduction
I've already benchmarked Cyberpunk 2077 at the beyond gloriously beautiful 8K resolution, with NVIDIA's flagship and brute power GeForce RTX 3090 graphics card with 24GB of GDDR6X memory.
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In those benchmarks, I used NVIDIA's GeForce RTX 3090 graphics card and ran 8K with ray tracing both enabled and disabled, as well as DLSS (Deep Learning Super Sampling) both enabled and disabled. There were some great results with the GeForce RTX 3090 hitting 31FPS average at 8K with DLSS on "Ultra Performance" mode.
DLSS will harness the power of AI to super-boost performance in-game, letting you run resolutions like 4K at 60FPS or even 120FPS in the recent DLSS 2.0-powered update for Call of Duty: Warzone. But at 8K you well and truly need the help of DLSS in Cyberpunk 2077, but what AMD? What about Radeon RX gamers?
Well, that's why we're here today -- DLSS is NVIDIA's secret sauce GPU black magik and AMD doesn't yet have a DLSS competitor but the rumored "FSR" or FidelityFX Super Resolution is coming later this year. For now, Cyberpunk has FidelityFX CAS (Contrast Adaptive Sharpening) with both "Dynamic" and "Static" presets.
It's not as good as DLSS, but it definitely helps performance at 4K and 8K in Cyberpunk 2077 on AMD Radeon RX 6000 series graphics cards. NVIDIA is well and truly ahead with its AI upscaling technology, especially with DLSS 2.0 enabled games like Call of Duty: Warzone and Cyberpunk 2077. DLSS 2.0 enables NVIDIA to be the clear leader in ultra-performance and ultra resolutions like 8K with bleeding-edge games like Cyberpunk 2077.
I did run into many more problems using CAS on my Radeon RX 6900 XT than I did by a long, long shot on the GeForce RTX 3090 with DLSS enabled. There were visual artifacts at times, slowdowns, crashes, and a few other bugs that created headaches during my re-testing of Cyberpunk 2077 at 8K.
I will go into the issues I had later on in the article, but in this testing I was only using the ultra-enthusiast flagship Radeon RX 6900 XT graphics card (reference from AMD) while I was using the tweaked MSI GeForce RTX 3090 SUPRIM X graphics card. It's barely a smidge (less than 1-2FPS at 8K) faster than NVIDIA's own GeForce RTX 3090 Founders Edition.
But it's not only the big GPU battle between DLSS and CAS technologies from NVIDIA and AMD... but ray tracing dominance.
Cyberpunk 2077 recently had a patch that enabled ray tracing. But man, does ray tracing performance suck on Radeon right now -- NVIDIA has the clear upper hand with its Ampere GPU architecture and far superior RT performance, while RDNA and even RDNA 2 don't come close.
Not even with CAS enabled and cranked to maximum does the Radeon RX 6900 XT compare to the GeForce RTX 3090 when they're running at 7680 x 4320... 8K is hard work for any GPU but with ray tracing enabled too? Sheesh. GPU overload.
Enough with the prelude, let's dive right into Cyberpunk 2077 benchmarked at 8K with DLSS or CAS enabled, as well as ray tracing on both the flagship AMD Radeon RX 6900 XT and NVIDIA GeForce RTX 3090 graphics cards.
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I had every graphical bell and whistle enabled in Cyberpunk 2077, using a custom preset and turning everything up to max. This includes the texture quality to High, the field of view to 100, and motion blur gets disabled of course. I had all of the shadows, fog, cloud, decals, ambient occlusion, and level of detail max out on High or Ultra settings across the board.
When it comes to the ray-tracing side of things in Cyberpunk 2077, that's where I once again enabled ray tracing and then turned on ray-traced reflections, ray-traced shadows, and set ray-traced lighting to the "Psycho" preset.
Cyberpunk 2077 supports AMD FidelityFX CAS in both Dynamic and Static forms, where you can have a dynamic resolution that you can set a minimum and maximum resolution for. The minimum setting for Dynamic FidelityFX CAS is 50% while the maximum is 100%.
There's also Static FidelityFX CAS which when enabled, will disable Dynamic FidelityFX CAS and then gives you the option of a resolution scaling slider that you can tweak between 50% and 100%. I opted with Static FidelityFX CAS and ran it disabled, at 75% and 50% with some great results coming out of it.
Here's the graphics settings that I used:
After MSI asked if I wanted to do some testing with their GeForce RTX 30 series cards and the Intel Core i9-10900K and MSI MEG Z490 Unify motherboard, I asked if they would like me to use other MSI products in the article.
They agreed, so the CPU cooler, PSU and case were on their way and the upgrade began.
MSI sent over their Z490 Unify motherboard, which is the heart and soul here -- taking in our Core i9-10900K processor, super-huge Sabrent Rocket Q 8TB NVMe SSD, and G.SKILL Trident Z Royal RAM.
I think I was most excited for MSI to send me their huge MPG Sekira 500X case, as this started off with a 'hey, do you want an MSI Z490 Unify motherboard to do some testing on' into a full-on MSI-exclusive system. The MSI MPG Sekira 500X is a freaking hefty beast of a case, but man does it keep the system nice and cool -- and quiet -- oh and it looks dope, too.
I've got a hefty MSI MAG CORELIQUID 360R AIO liquid cooler keeping the Intel Core i9-10900K nice and chill, installed onto the MSI Z490 Unify motherboard. I have to say this is my first time using an MSI AIO cooler and I love it, the design really looks great inside of the machine.
MSI wanted me to use their MPG A850GF power supply, which is another first for me -- never used an MSI PSU before, and neither have you I'm sure. MSI has only just entered the PSU market, so I've been using this 850W unit for all of the testing on this new MSI Z490 Unify + Core i9-10900K system.
On the graphics side of things I'm using the RTX 3090/3080 FE cards as well as the MSI RTX 3090/3090 SUPRIM X graphics cards -- two of the fastest Ampere cards on the market.
One of the most insane parts of this new MSI system is the Rocket Q NVMe 8TB SSD that our good friends at Sabrent sent over -- yeah a huge 8TB super-fast NVMe SSD that pumps away at 3GB/sec.
G.SKILL helped in a big way by sending over some super-fast, and super-stylish Trident Z Royal DDR4 RAM. Installed into the MSI Z490 Unify motherboard is 16GB (8GB x 2) of G.SKILL Trident Z Royal DDR4-3600 memory (CL16-16-16-36).
Another important part of this rig is the flagship Intel Core i9-10900K processor, a beasty 10-core/20-thread CPU that rocks up to around 5GHz under gaming loads. Plenty for the testing we'll be doing with it -- and some 8K testing with this new system should push that 10900K to the limit.
As you can see the GeForce RTX 3090 kills it at 8K in Cyberpunk 2077 with ray tracing enabled and DLSS set to Ultra Performance mode we have 31FPS average, compared to 28FPS average on the Radeon RX 6900 XT with Static FidelityFX CAS set to 50%. That's not a bad result at all from a performance perspective.
Turning DLSS to Performance mode and Static FidelityFX CAS @ 75% we see performance just as neck-and-neck as the Ultra Performance and Static FidelityFX CAS @ 50% results. The GeForce RTX 3090 is ahead again with 18.8FPS average, while the Radeon RX 6900 XT is behind with 16.8FPS average.
Disabling DLSS and CAS completely sees performance dive off a cliff, but much more so for the GeForce RTX 3090 with just 6.6FPS average, while the Radeon RX 6900 XT fares better (juuuust) with 10.6FPS average. Cyberpunk 2077 is totally unplayable without DLSS or CAS enabled.
I'm a performance guy, I love numbers -- I want to see each GPU release crushing the other with features, technologies, and most of all PERFORMANCE. But... while you have somewhat decent performance out of AMD's flagship Radeon RX 6900 XT graphics card with CAS enabled and seeing 28FPS average, up against the GeForce RTX 3090 with 31FPS -- it doesn't seem like the flagship Big Navi GPU is behind the flagship Ampere GPU by that much.
But there are issues with CAS + ray tracing + Radeon GPUs as I experienced flickering all over the place, performance would tank for 3-5 seconds or more before Cyberpunk 2077 was ready to go and benchmarking began. The visual glitches were way too much for me, to the point where I simply wouldn't play it like that... it's just too annoying.
NVIDIA on the other hand with DLSS enabled, is fine.
Cyberpunk 2077 with ray tracing enabled and running at even 4K let alone 8K is an ultra-gorgeous game, it truly is the new Crysis when it's up against the likes of Microsoft Flight Simulator.
If you want the ultimate experience playing Cyberpunk 2077 and own an 8K monitor or new HDMI 2.1-powered 8K TV then you will want to only play it on NVIDIA's flagship GeForce RTX 3090 graphics card. The GeForce RTX 3090 truly is the ultimate 8K gaming GPU.
I don't think we'll be playing Cyberpunk 2077 at 8K 60FPS until we see next-gen GPUs in 2022 from NVIDIA, which is a pity because it is one of the best-looking games ever made. CD PROJEKT RED probably never made the game with the thought that people would be running at 7680 x 4320 and rendering those insane 33 million pixels per second... unless we wait until the year 2077 for truly next-gen GPUs.
AMD finally steps up and into the ray-tracing world with Cyberpunk 2077, with the flagship Radeon RX 6900 XT falling just behind NVIDIA's flagship GeForce RTX 3090 at 8K with CAS enabled. It might be more glitchy than Team Green, but Team Red shows it's nearly ready for ray tracing primetime... which should hopefully come with RDNA 3.
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Simulated Youth Combines Cyberpunk Rap and Ethereal Singing with the Release of "Digital Memories" – PRNewswire
Posted: at 2:52 pm
DETROIT, June 25, 2021 /PRNewswire/ -- Simulated Youth has released a two-track EP called Digital Memories. The title track, with cyberpunk style rap vocals, tells a two-sided story of breaking up in a modern age where one cannot escape their past due to relentless reminders on social media. In a sense, it is about escaping from the ties of technology. With triumphant synths and ethereal singing, the second track, called Happy Ending, is meant to add a more positive outlook after the more intense title track has concluded.
Following a series of international collaborations, Simulated Youth has again accomplished Digital Memories with the aid of two other vocalists. Rielle (@rielle.life) is an American singer who dominates the title track with her rap vocals. Happy Ending features vocals by Salvadoran singer Camoragi (@camoragi), who was also the lead vocalist on Simulated Youth's earlier track called NBT. Interested listeners will find streaming options for Digital Memories on all the major listening platforms here: simulatedyouth.com/dm
Digital Memories follows Simulated Youth's previous 3-track, 3-language Ghost in the Machine EP. The title track of that release has earned Simulated Youth a bit of notoriety, after having multiple social media accounts restricted due to the lyrical content of the song, which ironically discusses diminishing freedom of speech and overbearing surveillance around the world. New listeners may find Digital Memories more mainstream-friendly, although it still offers the energy and originality of Simulated Youth's previous releases.Simulated Youth is already working on their next release, which will be a dance style remix of their first track called Money in My Tummy, scheduled for July 30 release.
About Simulated YouthSplitting time between Phoenix and Detroit, Simulated Youth creates electronic music with a dark twist. To drive their belligerent yet beautiful sound, listeners will hear some aggressive breaks, ethereal drops, and creative arrangements. Their goal is always to balance the emotion of the track between bright and dark parts, ultimately providing a fun and original sound as listeners dance away. Simulated Youth is also a fan of international collaborations, with tracks featuring vocalists from El Salvador, Belgium, Russia, and the USA. On a personal note, Simulated Youth is passionate about dog welfare around the world and is committed to ending the dog meat trade.
IG/FB/YT: @simulatedyouthWebsite: simulatedyouth.com/
For more information or to arrange an interview, contact:Zach Tanghetti[emailprotected] 702-881-1138
SOURCE Simulated Youth
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Cyberpunk 2077 – Have CD Projekt Red’s updates fixed it yet? – PC Invasion
Posted: June 23, 2021 at 6:39 am
Its now been over seven months since Cyberpunk 2077 launched, and its finally back on the PlayStation Store today. With such a turn of events, many skeptical PC gamers are likely wondering if the developers have actually fixed Cyberpunk 2077 as promised. Seeing as theres plenty of confusion about the state of the game, we figured it was prime time to do a technical review follow-up of sorts.
Cyberpunk 2077s infamy stems from the treasure trove of glitches that came with the launch version of the game. We say treasure trove, because there were a ton of them. Some were also quite damn funny. Whats not funny, however, are glitches that halt progression, cause freezes and performance dips, or, worse, corrupt save files. All of these issues and more were present at launch, but I spent a good 30 hours recently pouring over the game to see how it fares today. So is Cyberpunk 2077 fixed? That depends on where you set the bar.
The launch build for Cyberpunk 2077 was mocked for its poor performance. CD Projekt Red claims to have made multiple optimizations since then, but the performance in Cyberpunk 2077 may never get fixed.
My take on the games performance focuses on the recent builds, but you can see our original technical review for a point of reference. I tested Cyberpunk 2077 on two systems with vastly different performance capabilities. Heres a brief rundown of each. The first system consists of a GTX 1080 GPU paired with a four-core 7700K CPU and 16 GB of 2400 RAM on a PCIe 3.0 SSD. The second boasts a RTX 3070 paired with an eight-core 11700K and 16 GB of 3200 RAM on a SATA SSD.
Its not easy to run Crys er, Cyberpunk 2077. This game on its highest settings will continue to punish future generations of gaming hardware. Fortunately, you dont need to crank those settings up much at all for the game to look good. Most of the settings I used were either on low or turned off entirely. This is because the game doesnt offer options for anti-aliasing or textures (in my experience), which tend to be the most noticeable settings.
Most of what you can change has to do with lighting, shadows, reflections, and effects. At a minimum, you can make a decent improvement to the visual aesthetic by setting anisotropic filtering to four and ambient occlusion to low. You can of course turn up more options, but you might not have the performance headroom depending on your resolution and framerate targets. Speaking of which, you can use Nvidias DLSS or AMDs FidelityFX CAS to help achieve those goals via resolution upscaling and dynamic resolution, respectively.
My performance summary for the system with the GTX 1080 is pretty short and unsweet. I barely managed to run the game at 60 fps in 1080p with the aforementioned settings in effect. The game also exhibited constant micro-stutters that were just noticeable enough to be irritating, but not entirely disruptive. I was never able to pin down the cause of this issue. A four-core eight-thread CPU is not ideal for this game, but Im certain the GPU was the main limiting factor. Conditions like rainstorms created more rendered reflections that consequently tanked the framerate. Other open-world areas of the game were simply too graphically intensive and caused temporary dips until I left the area.
The one redeeming factor on this system was the storage device. I didnt notice any loading issues as I traversed Night City, and loading game saves or fast traveling only took 17 seconds on average.
Despite the dips, my average experience was 60 fps, and I felt the game was entirely playable on the system. However, as someone thats used to playing in near-4K resolutions, this was not how I wanted or expected to experience the game.
I used the same settings for the system with the RTX 3070, but with DLSS set to Quality. As one might expect, this system absolutely killed it. As in, I had a smooth 60 fps experience in 4K everywhere I went. I also played with 1440p and 1080p resolutions in the Japanese district for your amusement. I should point out that I imposed a 60 fps limit on my monitor for the 4K, but uncapped the framerate for lower resolutions. Cyberpunk 2077 is a very inconsistent game in terms of framerates, so you might consider imposing a custom framerate cap based upon what your system can handle and what youre happy with.
When uncapped at 1440p, I recorded an overall fps range of 69-112. As mentioned, the framerates are very inconsistent and dont plot well for the sake of averages. If I had to give an fps average, the number is technically 89 fps. At 1080p, performance wasnt much better. Notably, this has less to do with the game and more to do with Nvidias hardware. The overall fps range at 1080p was 72-133, but the average performance was even more inconsistent at this resolution. Instead, you should consider the average fps range, which was 85-115.
In-game performance in Night City was fine using a SATA SSD, but loading game saves took about 35 seconds. DLSS is a must in this game, and nothing has changed since our initial review. We dont know if AMDs FidelityFX Super Resolution will be added in a later update to help Radeon owners, but the best way to play this game currently is with a RTX card. As for ray tracing, it was totally unusable at 4K. The 3070 struggled at 1440p as well when everything was turned on. At 1080p, it worked alright. With that said, I dont think ray tracing is worth the performance hit in this game.
Now that you have a baseline idea of how Cyberpunk 2077runs, the question shifts to whether or not the game has been fixed. Can you finish it? Yes. Does it crash? Not once that I saw. Are there bugs everywhere? Nope, but you will encounter a number of them along the way. The main things plaguing Cyberpunk 2077 at this point are just nagging glitches that dont break anything more than your immersion. Truth be told, the game almost got me though.
At a point early on in the game, youll meet Jackie at a noodle stand and then jump into a car with him. The problem was that I thought he was going to drive around the same time he went for the passenger door. Well, what happened was that we both called shotgun and I won. In one of the more hilarious moments Ive had in gaming, I watched V manhandle his best friend and slam him into the pavement. I mean Jackie got laid out. It was so bad that Jackie was wedged inside the ground, and I was stuck twitching mid-animation for a few.
Eventually, I made it into the car and shuffled over to the driver seat. Jackie, on the other hand, went back to the noodle stand like nothing happened. Sometimes you just have to play things cool like that. I was able to repeat the sequence properly without incident.
As I said, a lot of the bugs can be hilarious if you dont mind them. Its not acceptable from a technical perspective, but at least we get some free entertainment thats relatively harmless. An enemy jumped over a barricade to rush me at one point and somehow got sucked into an orbital pattern where I was the sun and he was a planet. We all like when it feels like the world revolves around us, but it gets a bit weird in a literal sense. Another time, an NPC rolled up in a vehicle that lacked a body. It was just him on a set of wheels with a steering wheel attached to it. I also had a chuckle when Jackie walked in during the scene with the ice bath and he held up an invisible gun. Unfortunately, the silliness ends there. The rest of the bugs were irritating.
Aside from the occasional bugged animations on random NPCs and animated objects, youre bound to notice some lighting glitches like flickering effects. These are few and far between, but youll likely find something at some point. I can at least throw a bone to ray tracing, because turning it on improves lighting accuracy and kills some of the glitches automatically. But its not practical, so lets move on.
In terms of immersion, the main thing that needs work in Cyberpunk 2077 is rendering on NPCs. The developers tried to conserve system resources by only rendering whats in the players field of view. Its a smart approach to design, when it works. However, whats currently going on is that NPCs render in right in front of you if you do something like quickly turn around. There appears to be a render delay. Similar rendering issues occur when drawing weapons, where your hands will phase in on the screen. Im not sure if this last issue is related to rendering, but certain objects create a visual ghosting effect on the screen when in motion.
All of the systems like the menus, skill trees, missions, and other things work as expected. Ive pointed out all the issues I could find. Unfortunately, theres no definitive answer to whether or not Cyberpunk 2077 is fixed at this point in time. Id say its fixed enough to play, while many others will say its still in terrible shape. If youre okay with playing a game that feels like its in a latter stage of Early Access, you wont be disappointed.
Some are still asking when the game will be fun, but that appears to be a conflict of expectations in regards to content. Others are also calling for CDPR to pull a No Mans Sky and massively overhaul the game. Cyberpunk 2077 feels whole in comparison to something like the GTA V story mode, but its not the ultimate RPG. We cant speculate what the developer will do next, but the game does feel generally content complete.
Its probably unrealistic to expect any major performance improvements on PC at this point. You will simply need some good hardware to make this game look like the trailers. If you lack a new GPU, but intend to get one when possible, that may be a reason to hold off. Otherwise, I can recommend jumping into the game now to see for yourself what its like. You can find the game on pretty much any platform. If you do decide to give it a go, we have plenty of guides to help you make sense of the technology and crazy events in Night City.
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Cyberpunk 2077 - Have CD Projekt Red's updates fixed it yet? - PC Invasion
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Cyberpunk 2077 can be updated to DLSS 2.2 with a small tweak – Graphics – News – HEXUS.net – HEXUS
Posted: at 6:39 am
Last week, HEXUS reported upon popular competitive shooter Rainbow Six Siege being updated to work with Nvidia DLSS tech for owners of GeForce RTX graphics cards. As we said at the time, this update could make a big difference to Rainbow Six Siege players, especially those wishing to use higher-res monitors at their native resolutions.
Coincidentally, Rainbow Six Siege became the first game to benefit from the latest update of Nvidia DLSS, version 2.2. With such an introduction, it isn't really possible to see the benefits of moving from an earlier version of DLSS to this latest DLSS 2.2. However, some enterprising folk have replaced a file in their Cyberpunk 2077 installation with a DLSS 'database' file from Rainbow Six Siege and are very pleased with the results.
A simple file swap is "enough to update the open-world game's implementation of DLSS to 2.2," reports PCGamesN. "And the result is better framerate, crisper visuals, and the elimination of the 'ghosting' artefacts frequently seen around small objects and lights while using DLSS."
The site read about this 'mod' via Nexus Mods, where the file can be downloaded (please proceed with caution, and back up files, so you can roll back). In its own tests, PCGamesN said that the change in performance was easily noticeable. "An encounter scene in downtown Night City that had produced framerates of about 28 FPS improved to about 36-40 FPS with the replacement file, using the balanced DLSS setting at a 1440p output resolution," it claimed.
Other Nvidia DLSS news
In addition to the above, the Nvidia GeForce blog is bursting with news ahead of the official launch of AMD's FidelityFX Super Resolution (FSR) technology, later today. On Monday the GeForce blog talked about DLSS coming to Rust, DOOM Eternal, LEGO Builders Journey and more this month. Perhaps even bigger news was that the DLSS plugin launched for Unreal Engine 5 last Thursday, and it is coming to Unity 2021.2 shortly. Other engines with support for DLSS include Frostbite, idTech 5, CryEngine, and RedEngine.
Last but not least, DLSS is on the way to Linux gamers in titles using Proton and the Vulkan API. That Linux support starts today.
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Sony to reinstate Cyberpunk 2077 game on its PlayStation Store – CNBC
Posted: June 20, 2021 at 1:14 am
A sign for the video game Cyberpunk 2077 displayed at the E3 2019 trade show in Los Angeles, California.
Patrick T. Fallon | Bloomberg | Getty Images
LONDON Cyberpunk 2077 is returning to the PlayStation Store next week.
The beleaguered sci-fi video game will be reinstated on Sony's digital media store on June 21, according to a brief statement from publisher CD Projekt Tuesday.
Shares of CD Projekt jumped 6.5% on the news Tuesday. The stock was down 4.7% Wednesday morning.
Cyberpunk was yanked from the PlayStation Store late last year in an unprecedented move following a backlash from fans over a multitude of bugs and performance issues on older consoles.
It was a major blow to CD Projekt, hitting sales at a time when demand for gaming was booming and Sony's PlayStation 5 and Microsoft's Xbox Series X consoles were being released.
Cyberpunk had been heavily hyped prior to its release, with actor Keanu Reeves featuring as one of the game's main characters.
But it was hit with multiple delays in 2020 as developers raced to get the game ready for launch. When Cyberpunk finally released in December, angry gamers took to social media to share clips of the many issues they faced trying to play it.
CD Projekt sought to placate fans with promises of refunds and a series of updates aimed at fixing all the issues experienced by players.
The blunder eventually resulted in Sony and Microsoft offering players full refunds for digital versions of the game, with the former going a step further and delisting it from the PlayStation Store.
To make matters worse, CD Projekt said in February that it was hit with a ransomware attack. Hackers threatened to release the source code for games including Cyberpunk and role-playing game Witcher 3.
Last week, the company said data obtained during the cyberattack is now circulating online and may include information about current and former employees as well as games.
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Sony to reinstate Cyberpunk 2077 game on its PlayStation Store - CNBC
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Cyberpunk Face Mask Lets You Breathe Easy and Show Emotions – Nerdist
Posted: at 1:14 am
As humanity endeavors ever-further on its dark, neon-lit path into a cyberpunk future, standard gear continues to evolve to match the theme. Anyone looking to go full-blown Bladerunner, for example, has a long list of light-up jackets and tactical boots from which to choose. Now, Razer Inc. is adding to the list of dys-utopian gear a next-level N95 face mask. One that looks like something Bane would wear during a jog.
The Verge picked up on Razers new face mask, which the Singaporean-American corporation refers to as Project Hazel. Razer gave a moderate-depth look at Project Hazel in a video the company released in January. But only claimed more recentlyat this years E3 video-game trade eventthat itll be available in the fourth quarter of 2021.
In the video above, the companys director of design, Charlie Bolton, gives an overview of the mask and why the companys making it. Bolton notes now people are well and truly settled into this new normal,' theyre looking for masks that are safe, social, and sustainable. Indeed, that last target is hard to hit; a recent scientific report notes that masks and other disposable PPE that people have junked are having a negative impact on wildlife around the world.
With those ends in mind, Project Hazel has a clear mouth covering and dual N95 filters. (Which, while capable of blocking droplets, are still under review by the WHO in regards to efficacy against preventing contraction of COVID-19. The CDC also notes that N95 respirators must be regularly fit tested to be effective.) The Project Hazel Masks also have active ventilation that Razer says is good for 95% bacterial filtration efficiency.
Razer
As for a price and the exact date the mask will come to market, details remain scant. The companys CEO only said that the mask will drop early in the fourth quarter of this year. Regardless of the price, however, itll be interesting to see if Razers masks catch on. Theyll still produce running waste with their disposable filters, of course. And the same filters will also add up in cost over time. But then they do look cyberpunk AF, which, again, is apparently the theme humanitys going for these days.
Featured Image: Razer
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Cyberpunk Face Mask Lets You Breathe Easy and Show Emotions - Nerdist
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The Witcher’s Geralt Voice Actor Reacts To Cyberpunk 2077 Issues – GameSpot
Posted: May 16, 2021 at 1:04 pm
Doug Cockle, the voice actor for Geralt from CD Projekt Red's The Witcher series, has shared his thoughts on the issues around Cyberpunk 2077. Cockle said in an appearance on Wassup Conversations that he's waiting until the bugs are fixed before diving in. The actor also spoke about why he feels bad for the developers and more.
He said he plays games on a PS4, which is one of the platforms that appears to have been more seriously impacted in terms of bugs and other issues. Even if Cockle wanted to play Cyberpunk 2077 right now on PS4, he might have some problems doing so as Sony removed the game from the PlayStation Store (of course, he could buy a physical copy).
Overall, though, Cockle said he "felt really bad" for the developers at CD Projekt Red over the issues that cropped up at launch.
"I'm looking forward to playing it eventually. Bless them, CD Projekt; I love them so much and I felt really bad for them when Cyberpunk came out and there was all that stuff about bugs," he said. "I can't imagine how disappointed they must have been in some of the public reaction to the game."
As for why he hasn't played yet, Cockle said he's just too busy with other projects and commitments. "I decided I'd wait. I have a PS4 so I thought, 'I'm just gonna wait it out until CD Projekt fixes everything they want to fix' and then I'll have a smoother experience, I suppose," he said.
For its part, CD Projekt Red has pledged to continue to support and update Cyberpunk 2077 to help get it in better shape so it can sell well for a long time. The game sold more than 13 million copies in just three weeks to become one of the fastest-selling games of all time. Due in part to the game's financial success, executives and developers at the studio received bonuses.
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Quantum Replica brings stealthy cyberpunk action to PC and consoles – Flickering Myth
Posted: at 1:04 pm
PQube and developer ON3D Studios have announced the release of their fast-paced action stealth game Quantum Replica on Xbox One and Series X, PlayStation 4 and 5, Nintendo Switch and PC via Steam. With Quantum Replica explore a cyberpunk metropolis to uncover the secrets of the Syndicate.
Travel to 2084, a time when the world is run by a ruthless corporate alliance known as the Syndicate, and take the role of a young man called Alpha who awakes without any memory. As Alpha, travel across a sprawling megacity to discover the memories that have been buried and the secrets that the faceless corporation have hidden from the repressed citizens.
As players explore the city they will discover abilities that allow them to manipulate time and use this skill to avoid the all-seeing eyes of the citys omnipresent AI as well as to escape from the mercenary armies that it sends after Alpha.
Featuring:
Its 2084, and the world bows to a ruthless corporate alliance known as the Syndicate. Under the flickering neon lights of an endless metropolis, citizens scratch out a living, fearful of mercenary armies and their faceless masters. Here, secrets are buried bitter and deep.
Quantum Replicais available now on PC and consoles.
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Theres a new tabletop miniatures game set before the timeline of Cyberpunk 2077 – Polygon
Posted: May 11, 2021 at 10:55 pm
Cyberpunk 2077 has proved controversial for a number of reasons, not the least of which was its buggy launch on consoles. But the tabletop franchise that it was based on is experiencing an incredible renaissance. Cyberpunk Red, the latest version of the game from publisher R. Talsorian Games, is one of the most elegant and accessible TTRPGs of the generation. Now, a new studio is taking that dark future world in a different direction with a new miniatures skirmish game titled Cyberpunk Red: Combat Zone.
The game is currently being funded through Kickstarter, and the company behind it was founded by John Kovaleski, a 20-year veteran of the tabletop games industry.
Kovaleski created publisher Gale Force Nine in 1998, building on a foundation of laser-cut gaming accessories. In the 2000s he and game designer Aaron Dill, along with the late Sean Sweigart, shifted to board games. Their first big hit was Spartacus: A Game of Blood and Treachery. It was an unusual hybrid, blending turn-based strategy with a high-stakes tactical miniatures game, all built on the lore of the Starz networks prestige television series, Spartacus. The game was so good that even those who had no interest in Lucy Lawless on-screen hijinks were drawn to it. Its success led to a string of high quality licensed board games such as Firefly: The Game, Sons of Anarchy, Star Trek Ascendancy, and Homeland.
Kovaleski told Polygon that his passion has always been in miniatures, and thats where the idea for his new company came from. After selling Gale Force Nine to Battlefront Miniatures, he and Dill created a new company, Monster Fight Club, and producing Cyberpunk Red: Combat Zone has always been at its goal.
Combat Zone is set in 2045. Thats the same era as Cyberpunk Red, making it a prequel to CD Projekt Reds video game. The action takes place in the aforementioned Combat Zones in and around Night City, a fictional West Coast metropolis located between Los Angeles and San Francisco. Imagine the most run-down urban areas of the rust belt overrun with heavily-armed gangs and youve got the right idea.
Miniatures skirmish games, like Games Workshops Necromunda or Corvus Bellis Infinity, rely on some notoriously dense rulesets. While you dont need more than a handful of miniatures to play, you will often spend hours at the table trying to sort out how to move and fire on your opponents. Combat Zone reduces the complexity considerably.
Central to its mechanics are a set of color-coded dice and a matching ruler, called the Limiter. It has green, yellow, and red sections to denote short, medium, and long range. Its the only measurement tool that you need to run the game, and it also informs all the actions you might take during your turn.
Each character in play is represented by a card, and those cards denote how many and what types of actions each character can take on a players turn. There might be a green and a yellow action, or two greens and a red. Players can use those actions either to move a short move is green, a medium move is yellow, and so on and they can use those actions to fire their weapons and make melee attacks. The card also notes what modifiers to add once you roll the dice. The result, said designer Dill, is a game with a much more fluid and obvious turn structure. Matches average around 45 minutes.
Of course, just as in the real world, gunfights in Combat Zone are incredibly dangerous. Wounded characters are less effective, and the quality and number of their actions is depleted the more damage that they take. Red actions turn into yellow, yellow into green, and so on, until they ultimately go out of action. But taking some wounds doesnt mean your characters are any less deadly. In this game it doesnt matter if youre rolling a d6 or a d20. If your dice land on the highest possible number, your target is in trouble.
You can pull these really cool heroic things out of combat, Kovaleski said, where I am bloodied, Im on the street, I am crawling. You come up to headshot me and Holy crap! I pulled it out. Im not dead. Thats pretty neat.
The base game runs $120 on Kickstarter, with a delivery set for April 2022. Included are 12 plastic miniatures, nearly 200 cards, a double-sided game board, and a full suite of scenery. The terrain is an especially nice touch, and comes with a plastic shipping container with a door that opens, several barricades, and a ruined two-story building made out of heavy game board material. Add in all the tokens and dice you need to get started, and eight pre-made scenarios, and theres a lot on offer here.
As is typical of modern crowdfunding campaigns, theres also a number of add-ons being offered. The biggest draw are the additional gangs. The base game comes with six Tyger Claws and six Maelstrom figures, which fans of Cyberpunk 2077 will likely recognize from the video game. Additional sets include Combat Zoners (a rag-tag criminal faction), the Lawmen (including a figure modeled after Cyberpunk creator Mike Pondsmith), the Bozos (a group of futuristic clowns), and Generation Red (child soldiers). Pledges of $200 or more also get access to 21 additional unique characters, and the cards needed to run them at the table.
Unlike many other modern crowdfunding campaigns, Monster Fight Clubs Cyberpunk Red: Combat Zone feels like the start of something big. This isnt a one-time offer for a high-concept product thats going to disappear, never to be produced again. Its something that Kovaleski and Dill plan to have in friendly local game stores around the world for years to come.
The bedrock for which our company was built is Cyberpunk, Kovaleski said. That is a big cornerstone for us. This is not a Kickstarter where were trying to make a game and get it out and then were gonna move on to the next thing. This is our Warhammer 40,000, and were going to run with it. I have no intention of stopping anytime soon.
The Kickstarter campaign runs now through May 13. Expect post-campaign pledges to be available on Gamefound.
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Theres a new tabletop miniatures game set before the timeline of Cyberpunk 2077 - Polygon
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