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Highlights from Digital Foundry’s Cyberpunk 2077 Patch 1.2 Analysis



Highlights from Digital Foundry's Cyberpunk 2077 Patch 1.2 Analysis

On March 29, patch 1.2 for Cyberpunk 2077 was released on PC, consoles, and Google Stadia. The list of changes there is impressive, including an increase in the frame rate. Digital Foundry checked how much more convenient it became to play on consoles of the previous generation, and we chose the main thing from the material.

  • Some elements like signs or zebras on the road load with a delay on PS4 Pro. On Xbox One X, this is fine. Tom Morgan notes that textures and geometry will still be loaded on the Sony console since it’s a matter of streaming latency. However, they are unlikely to have time to load if the gameplay moment is too dense – for example, fast driving.
  • On PS4 Pro, there are places where lighting is completely absent, and not only on the roads but also indoors.
  • Geometry problems on PS4 Pro also occur in other locations. On the Xbox One X, there are more small parts, like parts of a police fence, and large ones, like people sitting on chairs in the background. At the same time, as Morgan notes, after patch 1.1, there were no problems with loading these elements.
  • Something will still load on the PS4 Pro – but only if you give the console time. If you move quickly, the result will be predictable. The same is true for PS4 with Xbox One.
  • Prior to patch 1.2, PS4 Pro FPS dropped in locations with a lot of assets and when driving fast, but now the situation is better. Probably, the patch increases FPS precisely due to the fact that the timely loading of assets is now given a lower priority.
  • In addition, before the patch, low-poly cars still appeared in front of the player – now they are not. But if you move quickly in a crowded location, passers-by instead of a face is loaded with only a “potato”.
  • The best results in terms of FPS are shown by the same PS4 Pro. During testing, Morgan went to one of the most “difficult” locations for consoles of the last generation – the market. Previously, the PS4 Pro rarely produced 30 frames per second there, but now it’s the other way around – the frame rate hardly drops. And even though CDPR was able to achieve this only at the cost of streaming speed, Morgan concluded that even without some elements, playing at a stable 30 FPS is much more pleasant.
  • The Xbox One X has much fewer streaming issues, but more FPS issues. In a chase firefight, the console rarely fires more than 30 frames per second. Even vertical sync doesn’t help.
  • On the market, FPS is also slightly higher – somewhere around 2-5 frames per second. This, as you can see in the screenshot below, does not always help. FPS still drops to zero in places. However, on the Xbox One X, unlike the PS4 Pro, the game never crashed after the patch.
  • On PS4, the game produces 2-4 frames per second more than before the patch, but not everywhere: in the market, FPS is kept at the same level (20-30 frames per second), and drops even lower during shootouts. Morgan notes that aiming is still difficult, and the game, like on the Pro, crashed once.
  • On Xbox One, the improvements are so subtle that they’re hard to spot. Shooting frame rates are still dropping to 17-18 FPS, making Cyberpunk 2077 still the most difficult to play on Xbox One.

I enjoy playing games, and gaming is a passion of mine. Among my favorite games are Tears of the Kingdom, GTA, and Cyberpunk.

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