UFFICIALE PC Cyberpunk 2077 | CD Projekt Red | Welcome to Night City, chombatta!

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Sto seriamente pensando di fare l'upgrade finale al mio pc monitor e scheda grafica :ahsn:
 
Sistemato il problema della guida, ho abbassato la sensibilità del l’analogico del controller e ora per lo meno è decente

Bellissimo il dialogo con uno del pubblico al primo incontro con
elba

“Ah ma quel tipo grosso ? Quello con il cappotto da maniaco sessuale ?”

AhahHa :rickds: :asd:

Poi vabbè silverhand : “è uno psicopatico , già lo adoro “

Devo dire che a dialoghi ci si diverte sempre :rickds: :lol:

Sono pure andato a farmi un cyberpsicopatico così per rimembrare i vecchi tempi

Devo dire che sto rivalutando l’albero abilità , inoltre il sistema di corazza dei cyberware con la possibilità di aumentarli di grado tramite i materiali è una bella aggiunta e sensata pure
 
Ultima modifica:
Ma io non ho capito una cosa proprio all' inizio del gioco:

Con il predicatore fuori il negozio di Misty cosa si deve fare? ripasso più volte ma il segnalino della questrimane sempre la.
 
Ma io non ho capito una cosa proprio all' inizio del gioco:

Con il predicatore fuori il negozio di Misty cosa si deve fare? ripasso più volte ma il segnalino della questrimane sempre la.
Con il predicatore puoi interagire dopo l'atto 2. Ascolta i sermoni e interagisci con lui.

Puoi sbloccare una mini quest che è collegata ad una famosa side quest
 
A me a livello hardware la cosa che frega di più ì l'utilizzo del DLSSA.. con appesantisce molto, senza va da dio.
 
 
No vabbeh:morris2:
Gameplay e Level design a livelli ancora più assurdi visti così:morris2:
è un bellissimo parco giochi. Devo cercare se c'è una mod o un cheat engine per resettare i gigs così da rifarli all'infinito.
 
Cyberpunk 2077 director says studio's switch from REDengine to Unreal Engine 5 'isn't starting from scratch'

In a recent interview with Cyberpunk 2077 director Gabe Amatangelo, I asked about that transition to UE5, especially in light of the cutting edge tech the studio has continued adding to Cyberpunk 2077 (it's the first game to build in Nvidia's new ray tracing Ray Reconstruction, for example). Does all that work essentially die with 2077?

"It isn't starting from scratch," Amatangelo said. "A lot of times when you build these things, like Ray Reconstruction, there are a lot of methodologies you can apply to new engines. Learnings and the strategy of setting up the architecture. And when you look at the things that Unreal does well, the things that REDengine does well—there are some similarities and some gaps, but the brilliant engineers are like 'with all the stuff that we know you crazy creatives want to do in the future, there's less of a delta here. Let's strategically shift to [Unreal Engine 5]'."

I asked Amatangelo if he could point to any specific challenges that the dev team faced with REDengine that would be easier with Unreal. He didn't want to give away any secrets from Cyberpunk's sequel, but said that at the high level it's "refreshing" to be coming to Unreal with what they've learned while developing 2077 without having to start the process of "rebuilding" their own engine for the next game.

"Likewise there's some things that REDengine does better than Unreal [that] we're working with Epic to basically bring to that engine as well. So it goes both ways… It's about economies of scale: you can obviously do all these amazing things in both. There's so much nuance behind it, but it comes down to ways to approach things to be able to do more. Not necessarily better—it could be just as good—but do it more. It's a scale thing sometimes."
 
Seh certo, credibile come le campagne elettorali
 
Cyberpunk 2077 director says studio's switch from REDengine to Unreal Engine 5 'isn't starting from scratch'

In a recent interview with Cyberpunk 2077 director Gabe Amatangelo, I asked about that transition to UE5, especially in light of the cutting edge tech the studio has continued adding to Cyberpunk 2077 (it's the first game to build in Nvidia's new ray tracing Ray Reconstruction, for example). Does all that work essentially die with 2077?

"It isn't starting from scratch," Amatangelo said. "A lot of times when you build these things, like Ray Reconstruction, there are a lot of methodologies you can apply to new engines. Learnings and the strategy of setting up the architecture. And when you look at the things that Unreal does well, the things that REDengine does well—there are some similarities and some gaps, but the brilliant engineers are like 'with all the stuff that we know you crazy creatives want to do in the future, there's less of a delta here. Let's strategically shift to [Unreal Engine 5]'."

I asked Amatangelo if he could point to any specific challenges that the dev team faced with REDengine that would be easier with Unreal. He didn't want to give away any secrets from Cyberpunk's sequel, but said that at the high level it's "refreshing" to be coming to Unreal with what they've learned while developing 2077 without having to start the process of "rebuilding" their own engine for the next game.

"Likewise there's some things that REDengine does better than Unreal [that] we're working with Epic to basically bring to that engine as well. So it goes both ways… It's about economies of scale: you can obviously do all these amazing things in both. There's so much nuance behind it, but it comes down to ways to approach things to be able to do more. Not necessarily better—it could be just as good—but do it more. It's a scale thing sometimes."

Goodbye modding and optimization, welcome stuttering
 



Ragazzi ma minuto 22,42
Quando cè la scheda riassuntiva dell ottimizzazione
La prima voce nella tabella di sinistra
“Texture quality”, nelle impostazioni grafiche del gioco dove la modifico o sotto quale voce sta ?
Perché io vedo solo il dlss che si può impostare su vari asset ma nn vedo la voce qualita texture
 
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