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I never thought I'd say this, but I like gaming on a Mac just as much as my PS5
I never thought I'd say this, but I like gaming on a Mac just as much as my PS5

Digital Trends

time3 days ago

  • Entertainment
  • Digital Trends

I never thought I'd say this, but I like gaming on a Mac just as much as my PS5

As widespread and ubiquitous as gaming is in 2025, most of the conversations still revolve around the current console leaders: PS5, Xbox Series X, Switch 2, and powerful gaming PCs. While those are big names, it excludes other viable platforms like mobile and Mac from the discourse. I figure this is just a holdover from initial impressions of these platforms as being the home of cheap and casual games. Or, in the case of Mac, simply not having games at all. I admit that I fell victim to that thought process myself for many years. Only in the last three or four years have I completely changed my views on the mobile market and see it as one of the most creative markets for games. Now, I finally gave Mac gaming that same opportunity to change my opinion by playing Cyberpunk 2077 on a MacBook Pro. Not only did it not disappoint, but it might offer the best aspects of consoles and PC. Chrome up, choom My initial impressions of Cyberpunk 2077 weren't as bad as they could've been since I at least played the launch version on PS5 and not PS4, but it was far from good. I put the game down until reviewing the Phantom Liberty DLC that launched with the 2.0 update and had a substantially better time revisiting Night City. It is impossible for a game to make a second first impression, but this reworked, revamped, and improved version of the game was enough to draw me back into the dark and dystopian cyberscape that is Cyberpunk 2077. Recommended Videos I'm no pixel counter or frame rate snob, but my base PS5 ran Cyberpunk 2077 great in performance mode after the 2.0 update. I could spot a few FPS dips here and there when things got intense, but it felt like a mostly solid 60 as I soaked in the atmosphere and took on a gig here and there. I turned on the RTX mode to test that out, and while the city really comes alive visually in this mode, the massive hit to the FPS made it something I only flipped on if I wanted to snap a picture. Seeing the neon lights accurately bounce off the puddles in the street never ceases to amaze, but not at the cost of a smooth gameplay experience. I am aware that a high-end PC can achieve both of these benchmarks with no compromises, but I have neither the time nor the money to invest in getting a rig capable of doing that up and running. Whether it is a pro or a con, one of the main selling points of a Mac is its ease of use. They cost a pretty penny, no doubt, but they have always struck me as the consoles of the PC world — you can trust it will do what you need it to without any tinkering. That's what keeps me firmly planted as a console gamer, and why I was interested in seeing if that same level of convenience applied to gaming on a Mac. And what better game to test my theory on than the newly launched Cyberpunk 2077: Ultimate Edition on the Mac App Store? Again, I'm no technical wizard, so I can't say how the specs of this Mac compare to other gaming PCs or the PS5, but I did do all my testing on a MacBook Pro M4 Max using my DualSense controller and wearing AirPods to test out the head tracking spatial audio for the first time (this is available on other platforms as well, but I didn't have the proper headphones to take advantage of it). Right off the bat, I jumped into the settings to find the game had defaulted to the new 'For this Mac' graphical presets. I understand that many people — especially hardcore PC gamers — love tinkering with all these toggles and sliders to find that perfect balance of visual fidelity and performance for their rig, but that just isn't me. The For this Mac preset feels tailor-made for console-gaming converts who just want to boot up the game and play. That said, nothing is stopping you from messing with all the available settings to prioritize whatever type of performance you want. With this preset, the benchmark ran at a nearly locked 60FPS with visuals that, to my eye, looked at least on par with what my PS5 was pushing on my OLED. It was only when the benchmark got up close and personal with a puddle that I spotted anything that looked a little off, but that's to be expected since RTX is off in this preset by default. I opted to skip ahead to where the Phantom Liberty DLC becomes available rather than begin a fresh file to more quickly return to the open world. Even though I got a tease of the visuals in the benchmark, Night City still took my breath away all over again. Smoke wafted in the air, taillights streaked red across the streets, and vibrant billboards cast a pale, depressing light over the citizens. Hopping on Jackie's bike to race over to Afterlife, the world looked even better in motion. Arriving at the bar, I was given a stern reminder of how far ahead CD Projekt Red was in its character models and animations. The head tracking spatial audio wasn't as transformative as I was expecting, but I think my expectations were a little high. It works, don't get me wrong, and does add a nice layer of immersion while walking down the street or passing by NPCs chatting at the bar, but the illusion breaks a bit when I deliberately turn and twist my head. Namely, when V was on a call with someone and turning my head meant that V's voice suddenly moved to one side, which was a strange disconnect between myself and my player character. Once I stopped messing around and played naturally — keeping my head lined up with V's — it all clicked. It isn't a reason to play the entire game all over again, but is a feature I found myself missing in other games after putting Cyberpunk down. As of now, the For this Mac preset is only available for Cyberpunk 2077. The library of Mac games is already stacked with big titles like Assassin's Creed: Shadows and Death Stranding, but I almost feel like this new preset is a bigger selling point for people like me. With portable gaming being on the rise — especially in terms of cost — Macs offering a gaming experience on par with the PS5 in terms of performance and ease of use on a range of laptop models could fill a hole in the market. At the very least, it helped open my eyes to Mac as a viable gaming platform in 2025.

How CD Projekt Red did the impossible and ported Cyberpunk 2077 to the Nintendo Switch 2
How CD Projekt Red did the impossible and ported Cyberpunk 2077 to the Nintendo Switch 2

Daily Mirror

time19-07-2025

  • 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.

Cyberpunk 2077 update 2.3 finally adds a feature that will take my roleplaying to the next level
Cyberpunk 2077 update 2.3 finally adds a feature that will take my roleplaying to the next level

Yahoo

time19-07-2025

  • 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

Night City Reloaded: Teaser Drops for CYBERPUNK: EDGERUNNERS II — GeekTyrant
Night City Reloaded: Teaser Drops for CYBERPUNK: EDGERUNNERS II — GeekTyrant

Geek Tyrant

time18-07-2025

  • Entertainment
  • Geek Tyrant

Night City Reloaded: Teaser Drops for CYBERPUNK: EDGERUNNERS II — GeekTyrant

Netflix just released a quick but electric teaser for Cyberpunk: Edgerunners II , officially confirming that the sequel series is now in production. While the footage is brief, it teases returning characters, a new romantic thread, and that signature Night City chaos. This next installment isn't a direct continuation but a standalone 10-episode story set in the Cyberpunk 2077 universe. The logline sets the tone: ' Cyberpunk: Edgerunners 2 presents a new standalone 10-episode story from the world of Cyberpunk 2077 — a raw chronicle of redemption & revenge. In a city that thrives in the spotlight of violence, one question remains: when the world is blinded by spectacle, what extremes do you have to go to make your story matter?' The sequel marks the directorial debut of Kai Ikarashi, who worked on the original Edgerunners and , with Ichigo Kanno returning as lead character designer. Masahiko Otsuka and Bartosz Sztybor also return, with Sztybor pulling triple duty as showrunner, writer, and producer. The show is once again being made in collaboration with CD PROJEKT RED and Studio TRIGGER, and while no premiere date has been announced, early 2026 is looking likely. If this teaser is any indication, Edgerunners II is gearing up to dive headfirst into more of the raw, stylish storytelling that made the first series a cult hit.

Cyberpunk 2077 2.3 update – the best new features revealed for the RPG's final content patch
Cyberpunk 2077 2.3 update – the best new features revealed for the RPG's final content patch

Daily Mirror

time17-07-2025

  • Entertainment
  • Daily Mirror

Cyberpunk 2077 2.3 update – the best new features revealed for the RPG's final content patch

Cyberpunk 2077 has released its final major update, with the Cyberpunk 2.3 update adding a number of new features to the game including three new cars, one new motorcycle, and a host of photo mode improvements The Cyberpunk 2077 2.3 update is a fantastic enhancement to the gameplay, packed with numerous tweaks that will make your in-game photography more vibrant and driving smoother. ‌ The chances to revisit Night City are plentiful in 2025, quite an achievement for an RPG that has been around as long as Cyberpunk 2077. The game has made itself unmissable with its debut as a Nintendo Switch 2 launch title, and most recently with its surprising inclusion in the PS Plus Extra and Premium July 2025 drop, ensuring gamers everywhere have a route to delve into the revamped RPG. ‌ Despite a rocky start, the game has steadied itself over the years with regular patches – and now we're gearing up for one last hurrah with the Cyberpunk 2.3 update. The latest significant patch is making waves today (except for those on Nintendo Switch 2, who will receive it at a later date), introducing a range of features that will appeal to both newcomers to Night City and its seasoned residents. ‌ New vehicles, quests and modifications to the photo mode are heading to the game – so what exactly should players be on the lookout for in the Cyberpunk 2077 2.3 update? Here's the lowdown. Introducing All Out Gaming Introducing All Out Gaming, a dedicated gaming brand providing the best gaming news, reviews, previews, interviews and more! Make sure you don't miss out on our latest high-quality videos on YouTube, TikTok, and Facebook, where we'll be posting our latest reviews, previews, interviews, and live streams! You can also subscribe to our free All Out Gaming newsletter service. Click here to be sent all the day's biggest stories. What's new in the Cyberpunk 2077 2.3 update? The most significant aspect of the new Cyberpunk 2077 2.3 update is arguably its vehicles – specifically, the three new cars and one new motorbike. Each vehicle comes with its own quest, but all cars and bikes are receiving a handy upgrade with autodrive, allowing you to set a destination on the map and enjoy a cinematic journey. It's not the quickest mode of transport, but it does the job. The same applies to Delamain taxis, which will pick you up as long as you're near a road. ‌ Vehicle customisation has also been expanded for the rest of your garage, with new paint jobs available for many existing weapons, particularly the low-tech ones you may have acquired by nicking from Night City's less affluent residents. You cheeky devil. The update introduces some substantial enhancements for Photo Mode, including new NPCs with customisable outfits, time changes, and the ability to scroll through a timeline for that perfectly framed shot. There are also a few additions for PC players, with several updates for more advanced monitors and equipment. Plus, the game is making its way to Mac, and if you already own it on any PC digital storefront, you'll be able to play it on the platform at no extra cost. While some gamers might grumble that the final major update for Cyberpunk 2077 isn't quite enough (it's free, so give it a break), there's still a hefty amount to enhance the Night City journey, making the 2.3 update a rather impressive expansion. Moan all you want, but remember, it's not costing you a penny, and that in itself is a reason to cheer. ‌ Cyberpunk 2077 2.3 patch notes Straight from the game's official site, here are the complete Cyberpunk 2077 2.3 update patch notes: Vehicles Added 4 new vehicles, including several Side Jobs tied to acquiring them: Yaiba ARV-Q340 Semimaru Reward from a new side job (to unlock, complete The Hunt and The Beast In Me). An additional side job unlocks the CrystalCoat™ feature for it. ‌ Rayfield Caliburn "Mordred" Reward from a new side job (to unlock, complete The Beast in Me: Badlands, The Beast in Me: Santo Domingo, Transmission, and Search and Destroy). Yaiba ASM-R250 Muramasa Reward from a new side job (to unlock, purchase 1 Yaiba vehicle, purchase at least 3 vehicles through AUTOFIXER, and complete Reported Crime: You Play with Fire...). If you fail the side job, the vehicle can later be purchased through AUTOFIXER. Chevillon Legatus 450 Aquila Available for purchase on AUTOFIXER. ‌ Introducing AutoDrive! This cutting-edge, autonomous driving feature will take you to your chosen destination (i.e. job objective or placed pin on the map). If you have no set destination, it will take you on a leisurely ride through the streets of Night City. Simply hop in any of your vehicles, make sure you're on a road, and hold H (PC) / Left Stick (consoles) to activate. This feature is disabled when you enter combat or when your vehicle is heavily damaged. Implemented Cinematic Camera for AutoDrive. Hold Q (PC) / D-Pad Right (consoles) to activate. Sit back and enjoy cinematic views of Night City as you cruise toward your destination. Self-driving Delamain cabs are now available on demand! Simply open the menu to call vehicles, then select "Delamain Cab" from the list to request a ride. This feature unlocks after completing the job Don't Lose Your Mind (regardless of outcome) and receiving a message from Delamain. Rayfield's CrystalCoat™ is now available for vehicles from partner brands, including motorcycles. Additionally, the infamous hacker known as Cosmetic_Troll exploited a vulnerability and created a cracked version of Rayfield's CrystalCoat™ technology for lower-end vehicles. Please note, however, that some models do not support the technology, such as heavily modded nomad vehicles and job-related vehicles. Fixed an issue where unique color schemes did not work properly on the Mizutani Shion MZ1 and MZ2. Fixed an issue where unique color scheme could not be applied properly to the Villefort Deleon "Vindicator". Photo Mode Added 27 new NPCs that can be spawned in Photo Mode, including Rita Wheeler, the Cassel twins, fixers, Dum Dum, the iguana, Brendan, and more. You can now switch between alternative outfits for NPCs spawned in Photo Mode. You can now switch between V's saved Wardrobe outfits in Photo Mode. Added a confirmation pop-up when exiting Photo Mode to prevent accidental exits after setting up the perfect shot. Added more customization options to the Look-At Camera feature, including an option for only the character's eyes to turn toward the camera instead of their entire body. Added multiple new stickers and frames, including iconic quotes and stylish overlays that let you turn your screenshots into Night City postcards – perfect for sharing memories from the City of Dreams. Improved Depth of Field and moved it to the Camera tab. Added a new Color Balance tab, allowing you to create your own custom filters. ‌ Quality of Life & Accessibility The game will now detect if the player is using inverted mouse button settings and automatically adjusts in-game button prompts accordingly. Added an option to toggle aiming down sights in Settings → Controls. Jobs & Open World Cyberpsycho Sighting: Bloody Ritual – the "Crack the ritualist's shard" objective now properly disappears from the Journal after completing the objective. Sex on Wheels – now properly appears in the Journal after receiving the message from Jake Estevez. Shot by Both Sides – fixed an issue where selecting a specific dialogue option in the conversation with Bree created a nameless, iconless item in the player's Inventory. Shot by Both Sides – fixed an issue where the button to go to the lower level didn't appear on the elevator panel. Gameplay Fixed an issue where, when using a controller in Trauma Drama, the controllable character would default to shooting upwards instead of forward. Players can now drop more Cyberware Capacity Shards if some within the intended drop limit were previously missed. Fixed an issue causing automatic weapons to fire slower than intended. Fixed an issue where the Official BARGHEST Tac Vest didn't drop from the scripted Airdrop as intended. The level 60 Engineer perk no longer activates the EMP blast outside of combat or after entering a vehicle. Added an option to replay the gameplay tutorial at any time via Settings → Controls. ‌ Miscellaneous Added an option to tell Johnny to go away after you look at him for a short while when he appears in the passenger seat. He takes the hint and disappears as a passenger for a couple days. Fixed an issue where the sound of V's Radioport could be randomly interrupted by the Radioports of nearby NPCs. Fixed an issue where History by Gazelle Twin and Trash Generation played too loudly compared to other songs on the radio. Improved the HDR Setting screen: fixed the HDR calibration preview so it correctly reflects the chosen settings, and clarified the description of the "Tone-Mapping Midpoint" setting. Updated the End User Licence Agreement. You will be asked to accept it again when you load the game after updating. Fixed several visual issues with missing, clipping, or floating textures. Fixed several localization issues in various languages. PC-specific Added support for AMD FidelityFX Super Resolution 4 for compatible AMD GPUs. IMPORTANT: The FSR 4 option will not be available in the in-game settings until the supporting AMD driver is installed. Please note that the driver will be released at a later date. Added support for AMD FidelityFX Super Resolution Frame Generation 3.1 for compatible hardware. It can now be used in combination with any upscaler. Added support for Intel XeSS 2.0, with XeSS Frame Generation available on compatible hardware. Added support for HDR10+ GAMING certified Intel GPUs. To enable this feature, your display must support the technology (Find My Display) and have "Game Mode" enabled. The HDR10+ GAMING toggle can be found in Settings in the Video tab. Fixed an issue where the DLSS Super Resolution Preset would invisibly revert from the CNN model to the Transformer model after restarting the game, even though the UI still displayed the CNN model as active. Added more detailed information to the DLSS Super Resolution Preset tooltip in Settings to help players choose the best option for their setup. Added the ability to move the mouse cursor to a different display while in Windowed Borderless mode. Increased the maximum save size from 12 MB to 15 MB. It will now be possible to rebind the key used to jump out of vehicles with the Stuntjock perk. Console-specific Added VRR (Variable Refresh Rate) support for PlayStation 5 and Xbox Series X|S. Fixed an issue where foliage was not properly affected by weather conditions on PlayStation 5. That sums up everything packed into the Cyberpunk 2077 2.3 update! It's chock-full of goodies, particularly for those who've been waiting for the game to fully utilise their top-notch PC setups. If we're out of sight, chances are we're zipping through Night City while ticking off our to-do list.

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