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Driving in Cyberpunk 2077 Just Got a Whole Lot Better

Cyberpunk 2077 36 photos
Photo: DubStepZz
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For a game well past the end of its life developmentally speaking, Cyberpunk 2077 is undoubtedly getting a lot of love from its creators, CD Projekt RED. The Phantom Liberty expansion was the last significant content for CP 2077, and production for the next game is underway in a completely different game engine, but that hasn't stopped the Polish developer from constantly fixing and updating it. Talk about a revival story...
Among many gameplay refinements and fine-tuning, Update 2.11 is also heavy on the driving side of Cyberpunk 2077. A lot has improved, especially in long-awaited key aspects of the driving experience that was long overdue.

One of the most annoying bugs you could have encountered was related to vehicles purchased on the in-game Autofixer website. Sometimes, they weren't added to your owned car list, even though they took your money. That's gone now.

Next, they fixed a seemingly small but also crucial graphical detail. The tire tracks now match the actual contact patch of the tires equipped. No more fake marks for that Mustang Hoonicorn with machine guns strapped to the front sides of the car.

Although you won't necessarily pay attention to the suspension of the other cars in traffic, it's been appropriately adjusted now. The motorcycle suspension has also been improved to better relay its behavior when driving into curbs or simply hitting the brakes. Also, certain cars and trucks will land more realistically from big jumps.

The Drive Model simulation benefits from Brake Torque Vectoring, which will help reduce understeer on rear- and mid-engine cars with FWD.

Cyberpunk 2077 ReShade mod pack
Photo: DubStepZz
Other models went through some tuning improvements, like the Mizutani Hozuki MH1, MH2, and "Hoseki," Villefort Deleon V400, V410 Coupe and "Vindicator," Thorton Colby CST40, Mahir Supron FS3-T, Chevillon Centurion 1000, and the fantastic Quadra Type 66 "Hoon."

The drifting mechanics are better now, with AWD applying power through their front differentials more smoothly when exiting burnout mode-induced drifts. The Dynamic Stability Management is also smoother after you perform a burnout mode drift.

The list goes on with more technical mumbo-jumbo, but overall, it seems like this patch did nothing but good for the driving experience. Too bad this wasn't delivered on day one because of mismanagement, but you can't change the past.

Details like these might not seem all that crucial separately, but when you add them together as a visual experience, you start to realize how important they genuinely are to the almighty immersion of the game.

The high-fidelity visuals should accurately sell you on the universe from Cyberpunk 2077. Hence, nothing stands out negatively. Even if you're not paying attention, your eyes and brain still notice how a car of a specific size should behave while taking a turn at high speed.

Plans for Cyberpunk 2077 "2" are already in effect, and we know it's being made in Unreal Engine 5. Sadly, the release date is closer to 2030 than to 2024. First, CD Projekt RED needs to deliver the next Witcher game.
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About the author: Codrin Spiridon
Codrin Spiridon profile photo

Codrin just loves American classics, from the 1940s and ‘50s, all the way to the muscle cars of the '60s and '70s. In his perfect world, we'll still see Hudsons and Road Runners roaming the streets for years to come (even in EV form, if that's what it takes to keep the aesthetic alive).
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