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News Cyberpunk 2077 Hotfix 1.05 Launches with Major Bug Fixes

"While the list of specific fixes is way too large to include here"

It's not that large to be quite honest. I have seen updates 10 times that size.

Cyberpunk will needs months and months of optimization. Should have never been released in that state.


Hotfix 1.05 is now live on Xbox and Playstation systems! PC version will follow soon.
Here is the full list of changes:

Quests
  • Jackie will no longer disappear in The Pickup or The Heist.
  • Fixed an issue preventing players from landing the helicopter in Love like Fire.
  • Fixed an issue with Takemura not calling in Play it Safe.
  • It's no longer possible to trigger the same dialogue twice in Big in Japan.
  • Fixed an issue with Delamain appearing upside down at the end of Don't Lose Your Mind.
  • Saul now correctly reaches the van in Riders on the Storm.
  • Fast travelling before the encounter with Tyger Claws no longer breaks progression in I Fought the Law.
  • Fixed an issue blocking progress in Ghost Town if an autosave made upon Raffen Shiv's arrival was loaded.
  • Fixed an issue with not receiving new calls or messages if Happy Together failed as a result of combat.
  • Elizabeth Peralez stops being excessively insistent with her calls after her job offer is refused.
  • The scene with Misty and Jackie now starts properly after leaving Viktor's clinic.
  • Wakako's dialogues no longer get blocked after finishing Search and Destroy.
  • Walking away from Stefan in Sweet Dreams shouldn't prevent other characters from calling you anymore.
  • Brick’s detonator should now be properly interactable for players to disarm. Or set off. Your call.
  • Elevator doors should now correctly open in The Heist.
  • Saul now correctly gets out of cars in Riders on the Storm.
  • Fixed an issue with not receiving new calls or messages after running too far away from Frank in War Pigs.
  • Jackie now correctly leaves the factory after the combat is finished in The Pickup.
  • Fixed an issue with Militech reinforcements not spawning if driving through the gate too fast in Forward to Death.
  • Skipping time while in the club in Violence no longer results in issues with progression.
  • Fixed issues with starting Gig: Getting Warmer...
  • Fixed an issue with not receiving new calls or messages after Pyramid Song has been abandoned midway.
  • Fixed an issue whereby Delamain core could be already broken when player enters the Core room in Don't Lose Your Mind.
  • Fixed issues with Delamain not appearing or doing nothing outside the Afterlife in The Heist.
  • Fixed an issue with objective getting stuck on "Talk to Viktor" in The Ripperdoc.
  • Fixed an issue whereby it was impossible to talk to the bouncer in front of Lizzie's in The Information.
  • Added description for Don't Lose Your Mind in the Journal.
  • Fixed an issue preventing player from saving, using fast travels, and talking to other NPCs after reloading a save with an active call with Frank in War Pigs.
  • Fixed an issue with Panam not calling about any other matter until I'll Fly Away is completed.
  • Fixed an issue with Dum Dum following V after The Pickup is finished.

Gameplay
  • Improved the reaction times of NPCs taking cover.
  • Corrected the number of shots needed to kill civilians from a distance while in combat.

Visual
  • Fixed an issue with Delamain's image displayed on top of the current caller during phone calls.
  • V's mouth doesn't stay open after entering the space lock in Where is My Mind.
  • Fixed some UI overlap issues.
  • V appears more modest in the inventory preview after the half year montage 😉
  • NPCs are faster to appear in the quest area during Stadium Love.
  • Added some warmth to HDR.
  • Fixed T-posing NPCs in Suspected Organized Crime Activity: Just Say No and Gig: Hot Merchandise.
  • Fixed an issue whereby after a braindance it was possible to be stuck in 3rd person view with no head.
  • Silencer icons are no longer displayed with no image in the inventory.

UI
  • Fixed an issue with weapon crosshair persisting on screen.
  • The inventory menu no longer closes immediately after opening it for the first time after leaving a car.
  • Fixed an issue whereby upon accessing a fast travel terminal the button shown on the top right corner prompting to open the quest journal would not work.

Performance & Stability
  • Multiple stability improvements, including crash fixes.

Miscellaneous
  • Offscreen explosions make noise now.

PC-specific
  • [AMD SMT] Optimized default core/thread utilization for 4-core and 6-core AMD Ryzen(tm) processors. 8-core, 12-core and 16-core processors remain unchanged and behaving as intended. This change was implemented in cooperation with AMD and based on tests on both sides indicating that performance improvement occurs only on CPUs with 6 cores and less.
  • Fixed an issue with the way Raw Input is collected.
  • Removed the use of AVX instruction set thus fixing crashes occurring at the end of the Prologue on processors not supporting AVX.
  • Removed debug console to prevent functions that could lead to crashes or blocked quests. This doesn't mean we don't want to support the modding community. Stay tuned for more info on that.
  • Ray traced reflections should no longer seem too bright in comparison to the environment.
  • Fixed an issue with Steam Overlay crash on game shutdown.
  • Removed the memory_pool_budgets.csv file. which was not connected with the final version of the game and had no influence on it (it was a leftover file used during the development to estimate memory usage. It had no effect on how much memory was actually allocated). Perceived performance increase after editing the file may have been related to restarting the game.

Console-specific
  • Improved image sharpness with Chromatic Aberration and Film Grain on.
  • Settings should no longer reset to default after several game session restarts.
  • Fixed visual issues occurring during the transition between The Heist and Love Like Fire.
  • Corrected the look of several vehicles.
  • [Xbox] Entering combat while Synaptic Accelerator is active no longer ends in player health bar not being displayed.
  • [Xbox] Game no longer becomes unresponsive when signing out from a profile when the controller disconnection message is visible.
  • Telemetry consent request will appear once more due to an earlier issue with settings reset.
  • Fixed an issue whereby it was possible to fall down the elevator shaft in Megabuilding H8 in Automatic Love.
 
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Really sad to see how CDProjektRed thinks a ryzen 6 core processor is on a single ccx and 8, 12, or 16 core ryzen processors won't have a performance advantage with smt enabled. I downloaded the ryzen smt enabler mod on Cyberpunk 2077 with a 2700x and I've had up to a 20% performance gain in cpu bound areas. Really sad CDProjektRed!

  • [AMD SMT] Optimized default core/thread utilization for 4-core and 6-core AMD Ryzen(tm) processors. 8-core, 12-core and 16-core processors remain unchanged and behaving as intended. This change was implemented in cooperation with AMD and based on tests on both sides indicating that performance improvement occurs only on CPUs with 6 cores and less.
 
Removing the debug console is a terrible idea, and completely tone deaf.
The game isn't breaking because people are faffing about in the console, people are using the console to fix or (or at least bypass) game breaking bugs.

It's like "yeah the game is broken, and now we made sure you can't do anything about it". I was willing to hold on to the game and wait, but now I want to return it out of principle. I mean, I can't return the game because no company on earth accepts returns for used PC download codes... But I want to
 
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I had it in my head that I wasn't going to play(buy) Cyberpunk 2077 until I was able to get my hands on a 6800xt or 3080. It now seems that the wait will be worth it. Glass half full.
 
I had it in my head that I wasn't going to play(buy) Cyberpunk 2077 until I was able to get my hands on a 6800xt or 3080. It now seems that the wait will be worth it. Glass half full.
It’s always nice to play the glad game
 
I had it in my head that I wasn't going to play(buy) Cyberpunk 2077 until I was able to get my hands on a 6800xt or 3080. It now seems that the wait will be worth it. Glass half full.
That is a good take, but I'm playing with a 2070 (Core i7/8GB RAM) and have very playable frame rates at 4k (without actually knowing them, given the complications around displaying frame rates ATM). The only setting I don't have maxed out is Ray Traced Lighting; going above "medium" with it kills the FR. I also have a couple of filters turned off. Film Grain and Chromatic Abberation, I think. PC's have had very few real problems AFAIK, so you'd be good to go if you're at or near that level of hardware. Still get the 3080, by all means, but you don't need to wait to get CP until you do.
 
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Really sad to see how CDProjektRed thinks a ryzen 6 core processor is on a single ccx and 8, 12, or 16 core ryzen processors won't have a performance advantage with smt enabled. I downloaded the ryzen smt enabler mod on Cyberpunk 2077 with a 2700x and I've had up to a 20% performance gain in cpu bound areas. Really sad CDProjektRed!

  • [AMD SMT] Optimized default core/thread utilization for 4-core and 6-core AMD Ryzen(tm) processors. 8-core, 12-core and 16-core processors remain unchanged and behaving as intended. This change was implemented in cooperation with AMD and based on tests on both sides indicating that performance improvement occurs only on CPUs with 6 cores and less.
Where did they say that?
 
I had it in my head that I wasn't going to play(buy) Cyberpunk 2077 until I was able to get my hands on a 6800xt or 3080. It now seems that the wait will be worth it. Glass half full.

I was lucky enough to get one and still preferred to wait on Cyberpunk. I really want to play the game but I kinda expected the mess as no amount of polishing could prepare a game to follow the success of The Witcher 3. It's a huge release on multiple platforms and an immense player base. I'd rather wait to try the game a few months after release.
 
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CDPR should have released console versions first and squashed the major bugs and then released the PC version 3 months later. I don't prefer waiting but I'd rather have a more polished game rather than all the bugs because of launching to soon.
 
CDPR should have released console versions first and squashed the major bugs and then released the PC version 3 months later. I don't prefer waiting but I'd rather have a more polished game rather than all the bugs because of launching to soon.
They should've halved the number of supported platforms on launch. I find it ridiculous to think a studio of their magnitude thought they could push out and support 6 versions (four consoles, PC, and Stadia) of the game at once.
 
Game is irreperable garbage. Changing the way aggrod NPCs and the police behave will require a fundamntal overhaul of systems that he game world relies on for gameplay and "balance." This game is garbage save your money!

If you dont know what Im talking about search for "disappearing NPCs" and tell me that is not the most f*cked up thing in a game, maybe ever. Same with police spawning by you, anywhere. Even when you are bugged underground. This game is done. Its more disheartening than level scaling in Oblivion.
 
"While the list of specific fixes is way too large to include here"

It's not that large to be quite honest. I have seen updates 10 times that size.

Cyberpunk will needs months and months of optimization. Should have never been released in that state.


Hotfix 1.05 is now live on Xbox and Playstation systems! PC version will follow soon.
Here is the full list of changes:

Quests
  • Jackie will no longer disappear in The Pickup or The Heist.
  • Fixed an issue preventing players from landing the helicopter in Love like Fire.
  • Fixed an issue with Takemura not calling in Play it Safe.
  • It's no longer possible to trigger the same dialogue twice in Big in Japan.
  • Fixed an issue with Delamain appearing upside down at the end of Don't Lose Your Mind.
  • Saul now correctly reaches the van in Riders on the Storm.
  • Fast travelling before the encounter with Tyger Claws no longer breaks progression in I Fought the Law.
  • Fixed an issue blocking progress in Ghost Town if an autosave made upon Raffen Shiv's arrival was loaded.
  • Fixed an issue with not receiving new calls or messages if Happy Together failed as a result of combat.
  • Elizabeth Peralez stops being excessively insistent with her calls after her job offer is refused.
  • The scene with Misty and Jackie now starts properly after leaving Viktor's clinic.
  • Wakako's dialogues no longer get blocked after finishing Search and Destroy.
  • Walking away from Stefan in Sweet Dreams shouldn't prevent other characters from calling you anymore.
  • Brick’s detonator should now be properly interactable for players to disarm. Or set off. Your call.
  • Elevator doors should now correctly open in The Heist.
  • Saul now correctly gets out of cars in Riders on the Storm.
  • Fixed an issue with not receiving new calls or messages after running too far away from Frank in War Pigs.
  • Jackie now correctly leaves the factory after the combat is finished in The Pickup.
  • Fixed an issue with Militech reinforcements not spawning if driving through the gate too fast in Forward to Death.
  • Skipping time while in the club in Violence no longer results in issues with progression.
  • Fixed issues with starting Gig: Getting Warmer...
  • Fixed an issue with not receiving new calls or messages after Pyramid Song has been abandoned midway.
  • Fixed an issue whereby Delamain core could be already broken when player enters the Core room in Don't Lose Your Mind.
  • Fixed issues with Delamain not appearing or doing nothing outside the Afterlife in The Heist.
  • Fixed an issue with objective getting stuck on "Talk to Viktor" in The Ripperdoc.
  • Fixed an issue whereby it was impossible to talk to the bouncer in front of Lizzie's in The Information.
  • Added description for Don't Lose Your Mind in the Journal.
  • Fixed an issue preventing player from saving, using fast travels, and talking to other NPCs after reloading a save with an active call with Frank in War Pigs.
  • Fixed an issue with Panam not calling about any other matter until I'll Fly Away is completed.
  • Fixed an issue with Dum Dum following V after The Pickup is finished.
Gameplay
  • Improved the reaction times of NPCs taking cover.
  • Corrected the number of shots needed to kill civilians from a distance while in combat.
Visual
  • Fixed an issue with Delamain's image displayed on top of the current caller during phone calls.
  • V's mouth doesn't stay open after entering the space lock in Where is My Mind.
  • Fixed some UI overlap issues.
  • V appears more modest in the inventory preview after the half year montage 😉
  • NPCs are faster to appear in the quest area during Stadium Love.
  • Added some warmth to HDR.
  • Fixed T-posing NPCs in Suspected Organized Crime Activity: Just Say No and Gig: Hot Merchandise.
  • Fixed an issue whereby after a braindance it was possible to be stuck in 3rd person view with no head.
  • Silencer icons are no longer displayed with no image in the inventory.
UI
  • Fixed an issue with weapon crosshair persisting on screen.
  • The inventory menu no longer closes immediately after opening it for the first time after leaving a car.
  • Fixed an issue whereby upon accessing a fast travel terminal the button shown on the top right corner prompting to open the quest journal would not work.
Performance & Stability
  • Multiple stability improvements, including crash fixes.
Miscellaneous
  • Offscreen explosions make noise now.
PC-specific
  • [AMD SMT] Optimized default core/thread utilization for 4-core and 6-core AMD Ryzen(tm) processors. 8-core, 12-core and 16-core processors remain unchanged and behaving as intended. This change was implemented in cooperation with AMD and based on tests on both sides indicating that performance improvement occurs only on CPUs with 6 cores and less.
  • Fixed an issue with the way Raw Input is collected.
  • Removed the use of AVX instruction set thus fixing crashes occurring at the end of the Prologue on processors not supporting AVX.
  • Removed debug console to prevent functions that could lead to crashes or blocked quests. This doesn't mean we don't want to support the modding community. Stay tuned for more info on that.
  • Ray traced reflections should no longer seem too bright in comparison to the environment.
  • Fixed an issue with Steam Overlay crash on game shutdown.
  • Removed the memory_pool_budgets.csv file. which was not connected with the final version of the game and had no influence on it (it was a leftover file used during the development to estimate memory usage. It had no effect on how much memory was actually allocated). Perceived performance increase after editing the file may have been related to restarting the game.
Console-specific
  • Improved image sharpness with Chromatic Aberration and Film Grain on.
  • Settings should no longer reset to default after several game session restarts.
  • Fixed visual issues occurring during the transition between The Heist and Love Like Fire.
  • Corrected the look of several vehicles.
  • [Xbox] Entering combat while Synaptic Accelerator is active no longer ends in player health bar not being displayed.
  • [Xbox] Game no longer becomes unresponsive when signing out from a profile when the controller disconnection message is visible.
  • Telemetry consent request will appear once more due to an earlier issue with settings reset.
  • Fixed an issue whereby it was possible to fall down the elevator shaft in Megabuilding H8 in Automatic Love.

Just Great! Now you're going to break the website with all your words.
 
CDPR should have released console versions first and squashed the major bugs and then released the PC version 3 months later. I don't prefer waiting but I'd rather have a more polished game rather than all the bugs because of launching to soon.

What they should do is not support last gen consoles. I'm afraid this whole mess is going to cause developers to hold back because they don't want poor performance on last gen consoles to make them look bad. Those consoles have CPUs that are too slow to be trying to run modern games on.
 
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Where did they say that?

No performance advantage on above a 6 core ryzen. If they're referring to zen and zen+ they had 4 core ccx's. Zen2 had 4+4 core ccx with chiplets and zen 3 has a unified 8 core ccx. So with this logic 6 core zen and zen+ chips have different ccx's so 6 and 8 core (1600X, 1700x, 1800x, 2600x, and 2700x) have performance enhancements using SMT.
 
CDPR should have released console versions first and squashed the major bugs and then released the PC version 3 months later. I don't prefer waiting but I'd rather have a more polished game rather than all the bugs because of launching to soon.
CD Project is first and foremost a PC gaming company, seeing as they run their own game dristribution platform (GOG). And the PC version of the game was the only version to get relatively positive reviews, despite having glaring bugs at every turn. Currently, the game has an 87 Metascore on PC, but only 55 on both of the consoles. The console versions were in a worse state, likely because they had trouble getting the game they designed around more modern hardware to manage playable performance on the 2012-era hardware used in those consoles.

I haven't encountered any issues or noticed any major bugs so far. I am running it on an older machine too. I have a 9820x and a 2080 GPU. I am amazed how smoothly it runs at 1440p.
I guess it depends on what you consider "major bugs". Many people would consider things like NPCs disappearing, or floating in the air, or walking through walls to be major bugs that ruin immersion. And it's possible that you just haven't run into any of the game-breaking ones yet. For example, apparently, if a save file grows to 8MB, it becomes instantly corrupted and non-recoverable. From what I gather, people have had it grow to that size from crafting items, and you wouldn't know it was a problem until it was too late. Performance-wise I would expect your hardware to run the game reasonably well, but it's hardly "older hardware", and we are talking about a CPU that was close to $900 and a GPU that was $700-800 when they came out two years ago. They are still relatively high-end, and not particularly representative of what the vast majority of those who bought the game are running it on.

Game is irreperable garbage. Changing the way aggrod NPCs and the police behave will require a fundamntal overhaul of systems that he game world relies on for gameplay and "balance." This game is garbage save your money!

If you dont know what Im talking about search for "disappearing NPCs" and tell me that is not the most f*cked up thing in a game, maybe ever. Same with police spawning by you, anywhere. Even when you are bugged underground. This game is done. Its more disheartening than level scaling in Oblivion.
While I haven't played the game yet, and probably won't until its been significantly improved and discounted, I have viewed some gameplay videos, and while the NPCs and wanted system are clearly broken and unfinished, I don't think they are beyond repair. Whether the developer chooses to do a major AI overhaul is the real question. They have incorporated major improvements and additions to their games in the past though, and with this much negative feedback surrounding the game, they just might, otherwise they'll have a harder time convincing people to buy their new titles in the future.

As for Oblivion, that's actually a really good comparison, as it's a game I picked up near release and found quite disappointing. And in that case, despite reviews claiming it to be one of the best games ever at the time, it was in reality a broken, buggy mess, with poor performance on most PC hardware at the time. In some ways, the game was certainly impressive, but it was filled with bugs, half-implemented features and broken core gameplay systems. The NPCs didn't live up to what the developer had been implying prior to launch either, but even that game from close to 15 years ago had far more advanced NPC systems in place than Cyberpunk. Similarly though, the guards in that game also had a tendency to be "psychic" and instantly know if a crime had been committed, though in that case, they would chase the player across the map and never give up, whereas in this game it's the polar opposite, and the authorities disappear and forget about you as soon as you round the corner into an alley. >_>

Now it's not necessary for the developer to make the NPCs similar to how they are in an Elder Scrolls game, where they are each unique and follow a pre-determined schedule, but they should at least act reasonably realistic when a player is around, and not vanish at random. GTA-level NPCs, traffic and police should be the very least this game should be aiming for.