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Digital Foundry - Cyberpunk 2077: PS4 vs PS4 Pro Frame-Rate Tests - Can Consoles Run Cyberpunk?

Good lord, base PS4 version looks like the Switch port of The Witcher 3. I'd totally still play it if that's the only machine I had, but "dire" was a good word to describe it.

Over here, Cyberpunk is 70 euros. Meanwhile a ps5 digital is 400 euros. So there's a point where self-awareness needs to "win" (on all sides) & people who're duped by a shitty ps4 version of Cyberpunk need to realize they should save their money & put it towards a ps5 instead of blowing a large chunk of a next gen console price on a current gen day-one release.

That in no way makes what CD Projekt Red did any less crappy (they knew the console version sucked yet released it anyway because of $$$) but anyone who can splash the cash on a day-one 70 euro purchase should "probably" think about spending their money more wisely with a future-proof purchase (which would be a hardware upgrade in the form of a ps5).
 
I see a lot of people spouting "but the CPUs" without giving any indication on why it should be so CPU bound

The crowd here is as inteligent and interactive as the AC Unity crowd. And that game processed thousands of people at the same time, while in this one (on base consoles) you can see 10 people at the same time and some few cars

The "density" in the game is due to the high level of geometry on display. That's something GPU bound.

So why it should be CPU bound?
 
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I see a lot of people spouting "but the CPUs" without giving any indication on why it should be so CPU bound

The crowd here is as inteligent and interactive as the AC Unity crowd. And that game processed thousands of people at the same time, while in this one (on base consoles) you can see 10 people at the same time and some few cars

The "density" in the game is due to the high level of geometry on display. That's something GPU bound.

So why it should be CPU bound?

You still need CPU time to get those meshes drawn. It's also possible that there is a lot more other physics based processing going on as well. and it's not like Unity ran well on these old consoles either.
 
The thought has just occurred to me...

How on Earth does CD Projekt RED expect to sell the expansions to Ps4/Xbox gamers? How are they ever going to sell the multiplayer component to old-gen console gamers?

The game has to be in decent shape before they even announce the expansions.
 
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On base PS4, this games runs and looks wayyyyyy better at nighttime, or is it just me??.

After the adjustment I did with my TV by enabling all my TV IQ processings and motion plus, i was really impressed by the scope and visuals of this game at night on base PS4. They really wanted to keep part of the volumetric lightning effect on consoles which make the citiy visually effective. Although, at clear day time, the game looks as It looks, washed out and low fidelity all over the place..
 
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The thought has just occurred to me...

How on Earth does CD Projekt RED expect to sell the expansions to Ps4/Xbox gamers? How are they ever going to sell the multiplayer component to old-gen console gamers?

The game has to be in decent shape before they even announce the expansions.
What is the PS4/X1 installed park? 120 millions? 160 millions? It doesn't matter, they don't matter; nothing the 2-5 million PS5/XSX won't solve. Add to that 100K 3090 owners and the plan is flawless.
 
They undermined the quality of their game in order to release it on last-gen, though. They would have made more money over the long run releasing a higher quality product with more legs, since PS4/Xbone sales are going to crater now.

The product is already higher quality on the PC. The game couldn't have been stretched further is what I'm saying dude. Don't make it seem like they could have done more when the game is already struggling on PCs.
 
You know full well you could run some massive Skyrim mods, crank up the resolution & framerate to massive levels & the most expensive GPU's get maxed out on your own diagnostics display. But that in no way means the game itself was coded to take advantage of the raw power of your gpu & cpu.

Dude. Prove the BS you are talking right now. Seriously. Tell me some technical details. Because you are talking out your ass right now dude. Do you have any idea what has gone into that rendering engine to make what you see now?

You seriously undersell (ironically) the power of the most powerful PC's because they absolutely are hindered by games designed for 2013 console cpu's, without question.

This game has NOTHING to do with being hindered in any way to the consoles. That's what this entire argument is about!

A dedicated Cyberpunk made for base hardware far more powerful than the ps4 would give you better AI, better enemy encounters & a better world.

Better enemy encounters like what? It's a FPS!!! Name a FPS that has some CPU-bound enemy AI? A better world? WTF does that mean? There is NO better world that has been made before on any platform!

You are seriously turning this around to suite what kind of agenda? The game has NEVER been scaled back for consoles. There isn't ANY proof that it has. And so why are you saying this?
 
The product is already higher quality on the PC. The game couldn't have been stretched further is what I'm saying dude. Don't make it seem like they could have done more when the game is already struggling on PCs.

This discussion is explicitly about CPU-bound tasks, a fact that you seem to be overlooking.
 
This discussion is explicitly about CPU-bound tasks, a fact that you seem to be overlooking.

You can't have a CPU bound game and a GPU bound game at the same time. It's either one or the other. You don't need to school a developer unless you are one yourself. I understand how they switch from one side to the other, etc.. I'm telling you that you will never see a game be both. Not possible. So trying to say that there is more CPU usage left in Cyberpunk when it's GPU is damn near 100% is silly. While the CPU is doing it's thing, it's a very "armchair programmer" idea to think that you can code up a physics engine to compute real cloth simulation just to bottleneck the entire pipeline (both CPU+GPU) and expect the same exact performance you got now. Some of you guys really irritate me trying to tell me how things work when you've never written a single line of code in your life.
 
You can't have a CPU bound game and a GPU bound game at the same time. It's either one or the other. You don't need to school a developer unless you are one yourself. I understand how they switch from one side to the other, etc.. I'm telling you that you will never see a game be both. Not possible. So trying to say that there is more CPU usage left in Cyberpunk when it's GPU is damn near 100% is silly. While the CPU is doing it's thing, it's a very "armchair programmer" idea to think that you can code up a physics engine to compute real cloth simulation just to bottleneck the entire pipeline (both CPU+GPU) and expect the same exact performance you got now. Some of you guys really irritate me trying to tell me how things work when you've never written a single line of code in your life.

You irritate everyone in your life by being a total buffoon so I think we're even.
 
Fucking looks like shit on my 4K TV and yeah it feels like it drops below 30FPS especially in outdoor areas.
Game also crashed twice for me today within 2 hours.

Feel sorry for those on base PS4 and Xbox One.
I feel sorry for those on consoles trying to play this game. Definitely a PC-centric release.
 
I feel sorry for those on consoles trying to play this game. Definitely a PC-centric release.
To be fair, the game runs and looks pretty shit on PC for what it asks of the system too.
I mean, recommended specs are a 1060 and the game barely runs in that....imagine making those specs your "target specs" and barely getting the game to run on it.
 
Yes, I would expect some bugs in an ambitious open world game like this, but this shit is unacceptable. The game is broken.
All games have some level of "buggyness" but there is a point where they become a broken mess.... A lot of people have more or less tolerance for these things, I mostly think that the industry reviewers should put the information out there when they publish a review so that people know what is the quality of the product they are buying.

The extent to which CDPR went to hide all the problems with the console versions makes it worse.
 
Wait, so this game is trash because it is supposed to run on a 1.8TFLOP console and look like a high-end PC? You guys are too much. I wish CDPR would have just NOT ported the game for the PS4/PRO at all. Then would you still call them crappy because they didn't release the game? Get better hardware. Period. It's only going to stay this way going forward. You've had a crappy CPU system for over 7yrs now. Devs are ready to move forward on tech. They can't stay stagnant forever.
Da heck? It's clearly a poor optimization on PS4. CDPR could learn a thing or two from R* ya know? Just look at RDR2 bro!

PS4 is a BEAST!!!
 
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To be fair, the game runs and looks pretty shit on PC for what it asks of the system too.
I mean, recommended specs are a 1060 and the game barely runs in that....imagine making those specs your "target specs" and barely getting the game to run on it.
It's for 30fps. The recommended 1060, I mean.
 
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If you play on base console:

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I've shown plenty of 4k/Ultra videos on the PC showcasing why this game is #1 in best looking videogame. This is aside from all the other video reviews like DF stating it too. It is what it is man. No need to hate on it because you can't play it in it's full glory.

He said besides the graphics...
 
Guys, I think this video below sheds some light as to why base consoles (PS4 & Xbox One) cannot run Cyberpunk in a serviceable way, despite the heroic efforts of CD PROJECT RED to optimize the game as much as possible... Feast your eyes!



 
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