Read more about Cyberpunk 2077➜ https://cyberpunk2077.mgn.tv
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These are the mods I used and experimented with. If you try them yourself, I recommend checking compatibility and other possible required mods for support. My main piece of advice is USE VORTEX MOD MANAGER. It will make your life so so so much easier. And if a mod isn’t working, turn them all off and re-enable them one by one until you identify the troubled one.
MAIN RESHADE MOD: https://www.patreon.com/posts/dreampunk-2-0-103181839
https://www.nexusmods.com/cyberpunk2077/mods/16029
https://www.nexusmods.com/cyberpunk2077/mods/12694
https://www.nexusmods.com/cyberpunk2077/mods/14025
https://www.nexusmods.com/cyberpunk2077/mods/13429
https://www.nexusmods.com/cyberpunk2077/mods/13524
https://www.nexusmods.com/cyberpunk2077/mods/12874
https://www.nexusmods.com/cyberpunk2077/mods/107
https://www.nexusmods.com/cyberpunk2077/mods/7780
https://www.nexusmods.com/cyberpunk2077/mods/5176
https://www.nexusmods.com/cyberpunk2077/mods/5208
https://www.nexusmods.com/cyberpunk2077/mods/4198
https://www.nexusmods.com/cyberpunk2077/mods/4575
https://www.nexusmods.com/cyberpunk2077/mods/4885
https://www.nexusmods.com/cyberpunk2077/mods/2380
https://www.nexusmods.com/cyberpunk2077/mods/12490
https://www.nexusmods.com/cyberpunk2077/mods/4197
https://www.nexusmods.com/cyberpunk2077/mods/1511
https://www.nexusmods.com/cyberpunk2077/mods/3016
https://www.nexusmods.com/cyberpunk2077/mods/3858
https://www.nexusmods.com/cyberpunk2077/mods/3560
Time Stamps:
Intro: 0:00
Ad Read: 1:11
Overview: 4:07
ReShade: 5:46
Gushing: 9:22
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they moved to unreal to cut costs and have bigger already trained dev pool, nothing more
Watching pedestrian's wooden AI killed immersion in the first ten seconds for me.
Nobody uses an umbrella in the future, it seems
This game sucks
The depth of field even in normal view is ruining the experience 🙁
Luke, the main reason why CDPR walked away from RED engine and chose Unreal engine because it's easier to hire new developers to work on your new games. You don't have to explain to your new employees how your in-house engine works and waste time and money. You just pick the most popular and well known engine and hire developers who know how to work with it.
It's that simple and sad.
Masterpiece
I also recommend the Ultra+ path tracing mod (specially the PTNext preset) since it looks so much better than stock path tracing and runs better as well
Been playing CP2077 again, one of my favorite games. But for a twist, been playing WITHOUT mods, as I've never done that. At release I was installing mods to fix things. Over my other half dozen playthroughs I've always modded it. Game is still great without mods, although some QOL stuff I do miss, especially removing glitches off interface, auto area looting, better car handling, and interface overhauls.
Switch to UE5 I think mostly related to the fact that as every other software with long period of usage maintenance and future improvement of Red Engine took more and more time and it definitely affected CP2077 development cycle already and for future games with same engine it could affect development schedule even more. Another reason is that with UE5 you will have much easier path to find talented developers who already know necessary aspects UE5 which are necessary for specific project comparing to finding someone with skills for different engine and then spend extra time for new employee training for Red Engine related technologies. From business perspective it makes complete sense my only hope it that UE5 even when used correctly will not be disappointing comparing to Red Engine. Engine switch refusal is one the reason why Bethesda is struggling now so much and they still not ready to do it 😀
It’s weird, I just started 2077 again & I feel like so many people are as well. And man it’s so good.
Dogtown shouldn't be that alive
For some reason, no matter how amazing and beautiful cyberpunk2077 can look, I stll don't feel the urge to play it…
I never thought I'd have 200ish hours in CP2077 where I've only finished the game once. It's just so immersive.
Dunno how hard that upscaler is cranked up but the resolution looks like the Xbox360 720p days
Graphics almost don't matter. Still a shitty game, no matter how much you boost these insignificant aspects of it. It's such a pitty to see someone get this excited about the least important aspect of a game, while being overly critical towards other better games that have slight framerate drops that no one notices.
I still think it sucks they have changed engine all those years and upgrades to just go to the unreal engine, Red engine is beautiful and unique there is just something about it, if I am remembering correctly you mentioned months ago one of the big reasons why they changed is the majority of the new staff have no idea how to use it and its easier to find people who know how to code with unreal then train people to use Red engine, oh if you ever read this can you do one of your amazing in-depth reviews of Phantom liberty (:
They look horrible. They ruin the art style completely.
Cyberpunk isn't an RPG, it's an action adventure game, even CDP pulled the RPG tag. It's already Starfield is more RPG than Cyberpunk.
I never wanted to replay cyberpunk after it's release but after 2.00 and Phantom liberty, i kinda gave it another chance and goddamn they overhauled the outfit system, perk tree, the way u get exp for each type of build u play in the game is also better than before.
Also they kinda improved the romance plotlines to make the game more immersive and lots of QoL improvements. So, yeah this game's way f*cking better than before lol
Modders can do more for scampunk than cd projekt red!
they switched to unreal because any new developer who joins cdpr can use Unreal instead of them having to get to grips with the red engine. which is a shame cos red engine is great tech.
I want to believe that's the primary reason CDPR are abandoning their custom engine, but in interviews the CEO is chatting about being able to work on multiple projects at once, and ease of hiring.
I think it's more a commercial decision rather than creative. Pessimistic take, but i fear this is the real reason behind the move. Opening a US based studio alludes to this.
They fixed a lot, but bugs and gameplay in general feels subpar compared to other fps…..