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Cyberpunk 2077 Dev Confirms Support for 8-core CPUs with Update 2.0 & Phantom Liberty

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Filip Pierściński, the lead scene programmer at CD Projekt Red, has been posting some compelling information regarding technical improvements lined up for the PC version of Cyberpunk 2077. Update 2.0 and the major Phantom Liberty DLC campaign are due to launch on September 26, although a PlayStation database leak suggests that the former could arrive this week—a whole bunch of new features, characters, missions and stories are promised, although the pay-for-pack nets you the majority of upcoming intriguing goodies. We hope that there is no premium placed on performance upgrades for the PC platform—Pierściński's declarations imply that enhancements are arriving with Update 2.0 and Phantom Liberty (PL). The next version of CD Projekt Red's ambitious action role-player will take full advantage of multi-core CPUs, although there are some thermal-related caveats according to the programmer's social media postings: "Before release CP2077 v2.0 and PL please check conditions of your cooling systems in PC. We use all (that) you have, so workload on CPU 90% on 8 core is expected. To save your time please run Cinebench or similar and check (the) stability of your systems."

He was happy to field questions from the fan base—a worried gamer expressed some concern about the game's potential hardware cooking prowess. Pierściński replied: "Heheh of course not we are not synthetic benchmark, but still you can hit thermal throttling, if you have insufficient cooling system. It will result in below expected performance or even crash in extreme situations." The Cyberpunk 2077 modification community pre-empted CD Projekt Red by several months with the release of an unofficial SMT fix to address and fix lower utilization of AMD and Intel CPU architectures. Pierściński also confirms that third-party produced patches are no longer needed, thanks to native support being introduced with CDPR's official September updates, although players are best advised to stick with 8-core SMT configurations.



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Update 2.0 is coming the same day as the stream - 14.09, while the expansion on the 26.09.
 
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Considering buying PL, it sounds interesting and might actually run ok with 2.0.
 
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Will they do it right this time I wonder.

Will the game be a refreshment or another stale reminder of what it is I wonder.
 
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Thanks, now I don't have to anxiously wait for it :roll:
I will post my impressions because I'm definitely curious how roasted my CPU will get. If the game fails to deliver 88 and more % CPU load I will sue CDPR.

Just kidding, this game feels very unfinished (by me) despite over 700 hours played and I'm still capable of occasional "whoa, didn't know about this feature/event/whatever."

Don't trust my review much tho, I am a shitposter by nature and I freaking love bugfests with weird plot, bizarre NPCs, dumb enemies and even more unicornish than just non-existent physics. That's why I enjoyed FallOut 3 so much; same goes to FallOut 4. Neverending laughter.
 
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I will post my impressions because I'm definitely curious how roasted my CPU will get. If the game fails to deliver 88 and more % CPU load I will sue CDPR.

Just kidding, this game feels very unfinished (by me) despite over 700 hours played and I'm still capable of occasional "whoa, didn't know about this feature/event/whatever."

Don't trust my review much tho, I am a shitposter by nature and I freaking love bugfests with weird plot, bizarre NPCs, dumb enemies and even more unicornish than just non-existent physics. That's why I enjoyed FallOut 3 so much; same goes to FallOut 4. Neverending laughter.

you bought/buying the Phantom Liberty DLC? Think it's worth a look. I have a good loop cooling my setup so the warning does not bother me.
 
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you bought/buying the Phantom Liberty DLC? Think it's worth a look. I have a good loop cooling my setup so the warning does not bother me.
I will definitely download this as well, I want more Pacifica. It's by far my favourite district.
 

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Why do game engines need to target X amount of CPU cores?

Why don't they code their engine to work throughout many asynchronous threads and then the system itself distributes these among the resources that are present? There's definitely more than 16 threads running on a game like Cyberpunk, not to mention all the drivers and other O.S. overhead in windows.
 
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Why do game engines need to target X amount of CPU cores?

Why don't they code their engine to work throughout many asynchronous threads and then the system itself distributes these among the resources that are present? There's definitely more than 16 threads running on a game like Cyberpunk, not to mention all the drivers and other O.S. overhead in windows.

It's possibly caused by the 8-core nature of PS5's CPU. You can't usually upgrade consoles.

And if it's not it's just to be understood as "our game is capable of knocking 8-core CPUs down," and not as "we specifically optimised the game for 8-core processors." At least I think so.
 
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And if it's not it's just to be understood as "our game is capable of knocking 8-core CPUs down," and not as "we specifically optimised the game for 8-core processors." At least I think so.

Well the guy is telling people with 12 or more cores to disable SMT, which seems counter-productive at a first glance. SMT is a power-efficient way to run two threads in a CPU core.
He's saying 24 threads is too many threads, to the point of being preferable to disable SMT and run only 12 threads so that the CPU cores can boost a couple hundred MHz more.

That's what's making me thing they're only now optimizing the engine to run on the consoles' 8c/16t configuration, but the fact that it seems to be hand-tuned to that seems a bit backwards.
At least from the strategic PoV of an arm-chair non-specialist like myself.
 
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Not to throw up a red flag but I have concerns that a game developer is telling people to run a stress test like cinebench to ensure your cooling system is up to the task.

Outside of the enthusiasts and dabblers in building, o.c etc, who in the regular community (so not this forum's crowd) even knows what cinebench is ?
 
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Is this CPU usage actually going to produce anything useful, or is it just there because "it's time to upgrade our PCs"?

Cyberpunk is actually one of the most scalable games, so I hope there's a reason for it.
 
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Why don't they code their engine to work throughout many asynchronous threads and then the system itself distributes these among the resources that are present?

If only it was that easy, proper parallelism is hard, very hard. They naturally have many threads going up and down but that doesn't in of itself load up all the resources available, there's normally a main thread doing the heavy lifting that is hard to break apart and while that happens you're wasting cpu cycles on the other cores.

stress test like cinebench to ensure your cooling system is up to the task.

Modern PCs automatically throttle, it's weird to be recommended this but you're just checking if you bought/build a properly designed pc or not
 
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