Same. Graphics are excellent. Art assets are pretty well made. Human models look a little Daz3d like but it's fine. I don't have any performance issues on my Core-i7 9 series and RTX 2070. I do have an issue with a few gameplay elements though.
1: Driving feels sluggish, unresponsive, like I'm remote-controlling a buggie on the moon driving through molasses. I turn left and 250ms later I go left. Yet the wheels turn visually instantly. It's bad. Real bad.
2: Shooting feels like my bullets are digital slot machine values. I shot an enemy every 4th bullet does damage. I don't know what they were going for (Fallout?) but it makes gun fights tedious and not that fun. I feel less like a bad-ass pistol gunslinger from Blade Runner and more like a "pistolier" in a table top game of Fate. Gun fighting doesn't "feel" real-time like it should. Shooting a goon 12 times with my revolver (6 shot) at point blank range isn't my idea of immersion.
> Gun fighting doesn't "feel" real-time like it should. Shooting a goon 12 times with my revolver (6 shot) at point blank range isn't my idea of immersion.
Totally agree.
Going from a dialogue to a shooting scene is like going from a Rembrandt painting to Team Fortress.
>Driving feels sluggish, unresponsive, like I'm remote-controlling a buggie on the moon driving through molasses. I turn left and 250ms later I go left.
And I'd been thinking that my complete inability to drive in Cyberpunk 2077 was because of Stadia lag.
Some time ago I built a battle simulation based on the Cyberpunk tabletop rpg rules and official weapon stats and whoo boy, was it broken. Pistols did almost no damage at all whereas assault rifles were pretty much destroying everything in one turn. I really hope CDPR did not lift the system straight from the rpg.
The tabletop rpg rules for cyberpunk are for tabletop. Where math can’t be done in real time because humans. I expected a real-time adaptation of the rule set. If they wanted to be true to tabletop rules, it would be turn based.
1: Driving feels sluggish, unresponsive, like I'm remote-controlling a buggie on the moon driving through molasses. I turn left and 250ms later I go left. Yet the wheels turn visually instantly. It's bad. Real bad.
2: Shooting feels like my bullets are digital slot machine values. I shot an enemy every 4th bullet does damage. I don't know what they were going for (Fallout?) but it makes gun fights tedious and not that fun. I feel less like a bad-ass pistol gunslinger from Blade Runner and more like a "pistolier" in a table top game of Fate. Gun fighting doesn't "feel" real-time like it should. Shooting a goon 12 times with my revolver (6 shot) at point blank range isn't my idea of immersion.