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Re:Cyberpunk 2077 Update 1.5 by theshrike79 on Tuesday February 22, 2022 @06:03AM (#30426404)
The expectations weren't just high, they were completely bonkers.

People were seriously expecting that a console released in 2013 - almost a decade ago - could run a fully realized city with an unique AI for every person in there, with huge crowds you could get lost in.

Re:Cyberpunk 2077 Update 1.5 by mhh__ on Tuesday February 22, 2022 @06:13AM (#30426474)
Rockstar still did a better job on the Xbox 360 than Cyberpunk did at launch on PC IMO. There was more stuff on the screen in cyberpunk but it felt extremely inconsistent and ungrounded
Re:Cyberpunk 2077 Update 1.5 by cyber_kinetist on Tuesday February 22, 2022 @06:26AM (#30426559)
I'm still occasionally amazed how Rockstar could make such an incredibly big open-world game (GTA 5) actually run on the Xbox 360. I think that was more of a miracle outlier in the industry than anything else, they were probably stretching the limits of what that small machine can do. Still, Rockstar's advantage was that they were making a GTA game with a well-tested formula, compared to what Cyberpunk was trying to do everything well and then failed because of a lack of proper direction.
Re:Cyberpunk 2077 Update 1.5 by 2000UltraDeluxe on Tuesday February 22, 2022 @08:20AM (#30427563)
The 360 had some rather insane releases towards the end of it's life, GTA 5 was just one of them.

Watch Dogs and Risen 3 were very capable open-worlders, that shouldn't run on such low-end hardware and I'm still not sure how Bioware managed to pull off Dragon Age: Inquisition or how Konami made MGSV run as well as it did.

From what I've heard, ther was some similar wizardry going on with the PS4.

Re:Cyberpunk 2077 Update 1.5 by L33tCrown on Tuesday February 22, 2022 @06:27AM (#30426566)
Well, cd project red did said multiple times that the PS4 version had no issues, do not blame consumer for not knowing technical details about game development