Latest news with #Cyberpunk2077


Daily Mirror
3 days ago
- Entertainment
- Daily Mirror
How CD Projekt Red did the impossible and ported Cyberpunk 2077 to the Nintendo Switch 2
We sit down with CD Projekt Red's Senior VP of Technology, Charles Trembley, to talk about the miracle that is Cyberpunk 2077: Ultimate Edition on Nintendo Switch 2. To learn more about how Cyberpunk 2077 for Nintendo Switch 2 on day one was made possible, we go straight to the source with an interview with CD Projekt Red. It wasn't long ago that the idea of a game as graphically intense as Cyberpunk 2077 running on a handheld device seemed unfathomable. But then the Steam Deck came along roughly three years ago, leading players who prefer to take their games on the go to ask, 'will it run?' all over again while testing the limits of what's possible. However, a portable PC device is one thing and a dedicated console platform another, hence why Nintendo fans were left equally surprised and curious about how Cyberpunk 2077 would run on Nintendo Switch 2 when it was revealed in April of this year. Well, now it's here, and it's safe to say that most players are enjoying their time exploring Night City on Nintendo's hybrid successor. But how much work exactly did it take for CD Projekt Red to get Cyberpunk 2077 – including its critically acclaimed Phantom Liberty expansion – shrunken down to a single Nintendo Switch 2 cartridge? We recently visited the studio's head offices in Warsaw, Poland, speaking to Senior VP of Technology, Charles Trembley, to discuss why it was important for the game to be there at launch, how much Nintendo were excited about the prospect, as well as the game's legacy overall. Why was it important for you to release Cyberpunk 2077 on Nintendo Switch 2 on day one? We had a visit from Nintendo here in the HQ where basically they were talking about, 'okay, we have this new platform coming'. I think we all looked at each other in the room. No one actually said yes though. We all were looking at each other in the eyes and everybody was like, 'yeah, it'll be cool'. Everybody was excited [but] we didn't commit necessarily yet to make it for day one. Basically, what happened is since I was in the room I inherited the task to figure it out – if it was possible to make this game. I was in the secret room and trying to figure out, 'okay, does it make sense to make Cyberpunk? Will it actually run? Will be a good experience?'. And we quickly decided that it was definitely possible. And then, after we discussed that with Nintendo and marketing, everything started to align. We decided to try and be ambitious. 'We'll try to be there at launch'. A lot of studios weren't lucky to acquire dev kits so early. I trust this wasn't an issue for you? For us, it was fine. We didn't need necessarily an army of dev kits. We just needed one or two to just get us started. And then when we needed more, we communicated with them and we aligned when, and we just scaled up as the project went . What were the main difficulties with porting Cyberpunk 2077 to Nintendo Switch 2? What surprised me is that it didn't take us that much time to get it running. So, from the inception of me working, making just the infrastructure to make it work, I had a triangle on screen. So it didn't take us like that much time. Of course, it was difficult to know the difference between the beginning and the theory. Is it going to work on when you're connected to the TV, in handheld or in docked? I think it took us a few months to get everything running. And then after that, the last challenge was the cartridge. At first it was quite clear what the limitation of a cartridge was. [Nintendo was] quite upfront: this is going to be 64GB cartridge. With Phantom Liberty back then [the game] was at 90GB, and we wanted to have both together. As gamers, we all knew it's not very good to have the game as a code in the box, so we tried to figure out how it works. And one of my engineers, Adrian, is a physical collector, so it was what he really wanted. There's a lot of assets that were duplicated for various reasons, so we could limit the number of duplications there. There are few movies that are high resolution. And we had to decide, 'okay, it's too high resolution', so we did reduce the quality there a little bit. We did a lot of experimenting to limit as much as possible. Finally, the language was another big issue that we need to resolve because it's one of our unique selling points, right? We have a lot of languages, and we want to continue having other languages, but every language with all the voiceover is very expensive on disk. We needed to make a choice, and we decided to limit the number. On cartridge you have the default language, but then you need to download the language that you want [separately]. We thought it was a good compromise. Cartridge constraints is a big Switch 2 talking point. Do you foresee this continuing to be an issue? I think Nintendo is quite good at managing their hardware, so I'm expecting that for their product, they will still be fitting in cartridge. I don't think we'll have to be scared about that. I think the main issue is when you get to our universe a little bit, where we go forward, but really the new consoles will be coming in a few years, right? The PC. It's never stopping and unfortunately sometimes the quality of assets is very hard to keep into 64GB for Cyberpunk and going forward it's definitely a challenge. I can imagine that in our next title if we want to get more ambitious, more quality, it would be extremely difficult to be on 64GB. For sure, downloadable will always be an option. However, of course, having 256GB on drive, an SSD on the console makes it very difficult to have more than one game, right? We had the same issue also on the original Nintendo Switch. The Witcher 3 was 32GB, so it's difficult to download it. Hopefully the micro-SD express cards will be bigger and bigger so people will be able to have bigger games, but I can definitely imagine that in our universe, with third parties, if you want to have the game running it might be difficult to fit on 64GB card. And finally, on the legacy of Cyberpunk 2077, how are you as a studio feeling about the game overall? The main problem we had before was the mechanical hard drive, which was very, very hard for us to deliver all the content that needs to be streamed to the on the consoles. So when we moved to the next generation with the SSD, that really helped us a lot to now finally fix these issues. And I think that with lots of work when we got to the Edgerunners update, which was great because then we also had a lot people coming back to the game, you know giving us another chance in all fairness, I think the team really was appreciative to get back to the game. Then we had 2.0, which again, gave another breadth to the game. I think that at this stage, we can think that, as a company, we were finally where we always wanted this game to be. Then when we get Phantom Liberty on top of it, which is also like, 'now we know exactly how to make this game, how to make those quests, how make everything to make it the best experience of Cyberpunk'. The reception was great from the community. We're pretty grateful for that community. At the end side, if you think about it, if the success of the game would have been what we originally expected, would it be the same game that we're playing today? I don't think so. Which is weird when you think about it because of all the problems that we had, but then basically we ended up pushing so much energy in this game and I think now it's a much, much better game that it would not have probably been otherwise, so I'm pretty happy about the result. I think this game will pass the test of time. Cyberpunk 2077 is available on Nintendo Switch 2, complete with the new Update 2.3, right now.


Tom's Guide
3 days ago
- Tom's Guide
We benchmarked Cyberpunk 2077 on Mac: here's how well it runs on Macs vs. Windows PCs
Nearly five years after launch, Cyberpunk 2077 now runs natively on Macs — and it runs well, if you rely on Apple's MetalFX upscaling tech. I know because here at Tom's Guide our crack team of testing experts has been hard at work in our lab this week benchmarking how well the game runs on a slew of modern Macs. Now we have numbers for how well Cyberpunk 2077 runs on everything from a 2021 M1 Max MacBook Pro to a cutting-edge M4 Max Mac Studio, and the results should get you excited if you've been dreaming of playing CD Projekt Red's cyberpunk RPG. Because our testing reveals that while even the latest Macs can't match the gaming prowess of the best gaming PCs, if you fine-tune the settings and enable MetalFX resolution scaling you can get some pretty good framerates playing Cyberpunk 2077 on your Mac. Before we dig into the data, I wanted to quickly remind you that Cyberpunk 2077: Ultimate runs on most Macs with Apple silicon—but there are some key caveats you should know about. Notably, to run it your Mac must be packing an M1 chip or newer and have at least 16GB of unified memory. So we couldn't test how well it runs on an entry-level MacBook Air M1 or MacBook Air M2, for example, because they only have 8GB of memory. On top of that, only Macs with M3 or newer chips support the game's ray tracing features. So as you're looking through our test results, remember that only the M3 and M4 Macs can even run the game with ray tracing enabled. Get instant access to breaking news, the hottest reviews, great deals and helpful tips. Cyberpunk 2077: Ultimate launched on the Mac App Store Thursday (July 17), and our testing team immediately downloaded a few copies and started benchmarking it on every Mac we could lay our hands on. So while we haven't yet had a chance to comprehensively benchmark it on every possible Mac configuration, we do have a nice spread of test results that gives you a good sense of how well the game runs on Apple silicon old and new. The quick answer is: pretty well! However, you have to give yourself over to Apple's MetalFX resolution scaling and the nebulous "For Your Mac" graphical preset in order to get a decent framerate playing Cyberpunk 2077 on most Macs. When we did our best to fine-tune the graphical settings to match what we use when running Cyberpunk 2077 benchmarks on Windows PCs, the framerate tanked. If you'd like to get a sense of how different these two configurations look, click to zoom in on the screenshots below. To show you what I mean I'm going to list the specific settings we used for these benchmarks below. But if you're not interested, you can skip straight to the results! Read our test settings ▼ We ran these benchmarks on every Mac we could find using two graphical settings configurations, the vague "For Your Mac" setting that Apple recommends and a slight modification of the "Ray Tracing: Ultra" preset that we use when benchmarking this game on gaming laptops and desktops. On the oldest Macs that did not support ray tracing, we used the "Ultra" preset instead. For full transparency I'm going to share our exact Mac testing settings here so you can see for yourself how we came by these numbers, but if you're more interested in the results feel free to skip down to the next section! Ray Tracing: Ultra "For this Mac" Resolution Scaling Off MetalFX MetalFX Sharpness N/A 0.5 Target FPS N/A 60 Minimum resolution N/A 50 Maximum resolution N/A 80 Frame generation Off Off Texture quality High High Ray tracing (reflections/shadows on, lighting ultra, path tracing off) On Off Crowd density High High Field of view 80 80 Film grain On On Chromatic aberration On On Depth of field On On Lens flare On On Motion blur High High Contact shadows On On Improved facial lighting geometry On On Anisotropy 16 16 Local shadow mesh quality High High Local shadow quality High High Cascaded shadows range High High Cascaded shadows resolution High High Distant shadows resolution High High Volumetric fog resolution Ultra Ultra Volumetric cloud quality Ultra Ultra Max dynamic decals Ultra Ultra Screen space reflections quality Ultra Ultra Subsurface scattering quality High High Ambient occlusion High High Color precision Medium Medium Mirror quality High High Level of detail High High Vsync 60 60 Windowed mode Fullscreen Fullscreen Resolution 2560 x 1440 2560 x 1440 Before I start comparing Windows and Mac results side by side, let me run down how our many Macs performed in these tests. As you can see from our testing, you basically cannot get a steady 30 frames per second or above at max settings on any Mac we have on hand. However, if you're willing to use the "For this Mac" preset and lower the resolution to 1200p you can get decent performance on even a 13-inch MacBook Air. (Ray Tracing) Ultra "For this Mac" 16" MacBook Pro M1 Max (1920x1200) 31.2 78.9 16" MacBook Pro M1 Max (3456x2160) 9.5 43.4 14" MacBook Pro M2 Pro (1920x1200) 36.1 41.4 14" MacBook Pro M2 Pro (3042x1890) 15.8 30.5 13" MacBook Air M3 (1920x1200) 4.3 34.7 13" MacBook Air M3 (2560x1600) 2.6 27.3 15" MacBook Air M4 (1920x1200) 6.1 34.4 15" MacBook Air M4 (2880x1800) 2.8 22.8 16" MacBook Pro M4 Pro (1920x1200) 14.1 65.8 16" MacBook Pro M4 Pro (3456x2160) 4.8 38.8 Mac Studio M4 Max (1920x1080) 29.5 108.8 Mac Studio M4 Max (3840x2160) 8.5 60.2 You might also notice that the older M1 Max MacBook Pro appears to run the game better than the new MacBook Pro M4 Pro, and the reason is simple: M1 and M2 Macs don't support ray tracing, and the game is a lot less demanding without it. So if you have a newer M4 Mac, don't sweat it: disabling ray tracing should give you a nice framerate boost. However, I'd personally be bummed to lose that feature because I find it adds a nice patina of realism to the game. Now let's compare those results to what we saw when we ran the game on some of the latest and best gaming laptops we've recently tested. Before you look at the numbers, keep in mind that this is a raw performance test so we do not enable any graphical upscaling tech like the MetalFX resolution scaling available on Mac. So that means none of these test results were generated using any Nvidia DLSS, AMD FSR or Intel XeSS upscaling. Ray Tracing Ultra Asus TUF Gaming A14 RTX 4060 (1920x1080) 29.6 Asus TUF Gaming A14 RTX 4060 (2560x1600) 15.3 Asus ROG Zephyrus G14 RTX 5080 (1920x1080) 49.6 Asus ROG Zephyrus G14 RTX 5080 (2880x1800) 24.3 Razer Blade 14 RTX 5070 (1920x1080) 39.6 Razer Blade 14 RTX 5070 (2800x1800) 9.1 HP Omen Max 16 RTX 5090 (1920x1080) 71.5 HP Omen Max 16 RTX 5090 (2560x1600) 46.8 As you can see, the numbers are generally better than anything you can get running the game on Mac with no upscaling enabled. One notable exception is the 2025 Razer Blade 14, which seems to struggle with this benchmark at its native 1800p resolution. But of course, since we don't benchmark our review units with any kind of upscaling enabled you don't get the full picture of what's possible on a modern Windows gaming laptop with framerate enhancements like Nvidia's DLSS. To show you what I mean, look how fast a modern gaming laptop (the Asus ProArt P16 with an Nvidia RTX 5070 GPU, AMD Ryzen AI 9 HX 370 CPU and 32GB RAM) can run Cyberpunk 2077 with graphical settings cranked to max (Ray Tracing Overdrive) at its native (2560x1600) resolution with increasing levels of DLSS 4's Multi Frame Generation enabled. Ray Tracing Overdrive Multi Frame Gen x2 73.4 Multi Frame Gen x3 83.7 Multi Frame Gen x4 110.6 That's fairly typical of the performance increase I've seen on multiple gaming laptops and PCs after enabling DLSS and Multi Frame Gen while playing Cyberpunk 2077. Admittedly, when Multi Frame Gen debuted with the first GeForce RTX 50-series graphics cards in January I didn't love how the higher levels (3x-4x) seemed to cause disorienting graphical glitches in some games, but nowadays CD Projekt Red and Nvidia seem to have fine-tuned it and even at Multi Frame Gen 4x I rarely see any issues in Cyberpunk. While we haven't yet had a chance to test every config of Cyberpunk 2077 on every Mac, it's pretty safe to say that even the most tricked-out Mac Studio M3 Ultra probably won't run it as well as an equally expensive Windows gaming PC with the latest and greatest. But let me tell you, I've been reviewing some very expensive gaming PCs recently (like this $7,399 Corsair Vengeance i8300) and despite sporting an Nvidia GeForce RTX 5090 GPU and cutting-edge components that thing struggles to surpass a solid 80+ FPS with all graphical settings cranked to max—even with DLSS 4 and Multi Frame Gen 4x enabled. That's in part because Cyberpunk 2077 is a very demanding game that employs some of the latest graphical tech you can get, so it's remarkable that our testing shows you can now play it on a MacBook from four years ago and expect a decent 30-60 FPS, especially if you enable MetalFX upscaling and trust in Apple's "For Your Mac" config. There's no shame in relying on it either, since you also need to rely on DLSS or FSR to get great framerates in the game at peak settings when playing on Windows. So while Windows gaming machines still seem like the best place to play Cyberpunk 2077 if you care about graphical fidelity and performance, it's clear Apple and CD Projekt Red have done yeoman's work to bring one of the best PC games to Mac.
Yahoo
4 days ago
- Automotive
- Yahoo
Cyberpunk 2077 update 2.3 finally adds a feature that will take my roleplaying to the next level
When you buy through links on our articles, Future and its syndication partners may earn a commission. CD Projekt has revealed new details about Cyberpunk 2077 update 2.3 The update will arrive tomorrow for PC, PS5, and Xbox Series X and Series S It will also come to Nintendo Switch 2 at a later date Developer CD Projekt has finally told fans what to expect when Cyberpunk 2077 update 2.3 arrives. As detailed in a recent live stream, the update focuses primarily on adding new options for players and making the world more immersive. Headline additions include three news cars and one new motorcycle, some of which will be obtainable via new quests. Associate game director Pawel Sasko described triggering the new quests as "intuitive" and was also quick to clarify that they will not be required in order to obtain 100% completion, so achievement hunters can breathe a sigh of relief. Every vehicle in the game will now benefit from a new autodrive system too, which lets you automatically drive to locations that you select on the map or your next quest marker. Autodrive will offer a separate 'wandering mode' that takes you for an endless, relaxing ride around Night City. Car customization is also being expanded, with wider CrystalCoat and TwinTone paint compatibility. Now almost every vehicle in the game can be repainted. A more visually varied selection of cars will show up in the world too, thanks to the addition of 205 generic paint jobs and 168 unique paint jobs for non-playable character (NPC) vehicles. On top of this, players will be able to rely on the Delamain taxi service - provided they have completed the Delamain side quest. Simply call Delamain on your in-game phone and a taxi shows up, ready to transport you to wherever you wish. Johnny Silverhand can even sometimes join you in the cab, sitting alongside you in the rear passenger seats. Elsewhere, big changes are coming to the in-game photo mode. 27 new NPCs are being added, plus new outfits and poses to choose. You will also be able to adjust the time and weather, or even skip frames in order to line up the perfect shot. On the technical side, FSR 3.1 frame generation is being added for PC players. The game will also support FSR 4 for those with compatible AMD hardware, though this is coming with an AMD driver update at a later date. Console players will benefit from proper variable refresh rate (VRR) support, which should hopefully make the game a little smoother. Finally, we saw some new footage of the recently announced Mac version of the game. Players who already own the game on PC won't need to purchase it again in order to try it on Mac. The update is set to arrive tomorrow on July 17 for PlayStation 5 and Xbox Series X and Series S. It is also coming to the Nintendo Switch 2 edition of the game, though needs a little more time in the oven. You might also like... Nintendo Switch 2 restocks live: will we see Donkey Kong Bananza bundle stock? Best Buy stock drop confirmed, while UK stock abounds Donkey Kong Bananza is a must-have Nintendo Switch 2 game and worthy Super Mario Odyssey successor GTA 6 - everything we know so far


Forbes
4 days ago
- Entertainment
- Forbes
‘Cyberpunk 2077' Update 2.3 Easter Eggs Hint At Casino Addition
Cyberpunk 2077 While I'm not really convinced to reinstall Cyberpunk 2077 just to mess around with a few new cars and photo mode features after Update 2.3, there are some curious things that players have found hidden and changed with the launch of the new patch. We see this pretty often, stealth, fun things added to the game like say, a secret Balatro quest. But this? This is something else, and it feels like it at least could be teasing something big. It appears that Update 2.3 added a dozen and a half new ads that are promoting a casino in Pacifica, the region where Phantom Liberty takes place. There was, of course, a casino that was part of a mission in that campaign, and there is also a defunct casino on the map, the North Oak Casino and Resort, that lies dormant and was not used. New billboard The idea here is that a future plan for Cyberpunk may be to open up that casino in a future patch, which would be actual new content rather than just adding new car and photo and cosmetic things. FEATURED | Frase ByForbes™ Unscramble The Anagram To Reveal The Phrase Pinpoint By Linkedin Guess The Category Queens By Linkedin Crown Each Region Crossclimb By Linkedin Unlock A Trivia Ladder A few weird things have happened with this find, with some of the initial posters deleting their claims but I mean, you can see some of the banners. And in the files, there are actually 18 new banners you can find: Cyberpunk 2077 It would seem that this is about a Pacifica casino, not one of the other ones, but if this is planned for the future, yet again, I warn people to manage expectations. I can see them adding in the Phantom Liberty mission-based casino area and then unlocking something like say, a number of gambling minigames that you can spend your hard earned cash on. Roulette, Poker, Blackjack, Slots, whatever. I do not think this would be say, some giant mission chain involving a casino robbery or whatever high expectations people may have for it. Adding a way to gamble (and a new place to take photos!) seems more along the lines of something a patch 2.4 might offer. Though opening up a whole new area like this would be significant in and of itself. There is a good amount of space between these updates, but at this point it's pretty clear that we should never believe that CDPR is done adding things to Cyberpunk 2077. And they are also pretty clear about teasing future content (a new car in this patch was teased in a Cyberpunk comic, for instance). I do expect something to come of this. Follow me on Twitter, YouTube, and Instagram. Pick up my sci-fi novels the Herokiller series and The Earthborn Trilogy.


TECHx
4 days ago
- Entertainment
- TECHx
Kuwaiti Creators Use NVIDIA to Reimagine Cyberpunk City
Home » Emerging technologies » Gaming » Kuwaiti Creators Use NVIDIA to Reimagine Cyberpunk City Kuwaiti gaming influencer Khaled Al-Mutairi, known as 'Gamer Snack,' and filmmaker Mohamed Al-Roz have unveiled a unique collaboration powered by NVIDIA technologies. The duo recreated Kuwait City as a futuristic, virtual world inspired by Night City from the game Cyberpunk 2077. The creators used NVIDIA GeForce RTX 50 GPUs to bring the project to life. The hardware enabled high-performance gaming and seamless content creation, resulting in a visually stunning video that blends real and virtual environments. Mohamed Al-Roz explored Kuwait City, capturing real-life footage. He applied neon effects to add a cyberpunk theme and futuristic tone. Gamer Snack recorded Cyberpunk 2077 gameplay using DLSS 4 with Multi Frame Generation and Full Ray Tracing in 4K. NVIDIA's technologies helped merge both worlds, creating immersive visuals. The team reported that DLSS 4 enhanced game performance by more than 8X without compromising quality. They also revealed that the videos were edited on an NVIDIA GeForce RTX 50 platform. The NVIDIA Studio platform, combined with Adobe Creative Suite, accelerated the editing process using AI tools. Key highlights include: DLSS 4.0 and Full Ray Tracing created near real-life visuals. GeForce RTX 50 GPUs supported 4K rendering and high-speed editing. According to Mohamed Al-Roz, the beauty of the project lies in emotional visualization. Gamer Snack praised Cyberpunk 2077 and noted how NVIDIA technologies elevate its experience. The project demonstrated the performance and creative potential of GeForce RTX 50 GPUs. It also set a new benchmark for immersive content. NVIDIA GeForce RTX 50 GPUs are now available at Quadra Stores in Kuwait. Options include standalone units, custom PCs, and laptops for gamers and creators.