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if everything works out, then you are definitely a saint
Thankfully, something useful came out of this thread, instead of malicious users telling others to upgrade their PCs for one game that is notoriously buggy as ♥♥♥♥ regardless of hardware, for which the dev patched out AVX's usage very early on because players couldn't even play the rest of the game after the first 10 minutes, a patch which did nothing to degrade the game for others, by the way. It wasn't even the dev who fixed it first, but rather some random user on their forum who edited the EXE using a hex editor to change just a few bits, which was also very much appreciated, at least, before actually playing the game and realizing all of its other problems.
I'll casually look forward to any gamer, that tells others to "upgrade their PCs", posting actual benchmarks that showcase how AVX improves gaming performance and by what percent. Otherwise, such users are easily ignored, because frankly, they obviously have no idea what they're typing about.
That said, Imagine telling others to buy consoles, if they either don't want to or can't upgrade their PCs, for a game that is notoriously trash on consoles. Imagine being that idiotic. LOL.
https://en.wikipedia.org/wiki/Advanced_Vector_Extensions
Basically if you have a Sandy Bridge or later CPU, you are covered from Intel. If you have a Bulldozer or later CPU, you are covered from AMD. But that assumes the issue is 'AVX' vs. 'AVX2' - so consider the family of AVX, which has different revisions that came out which may be part of the issue depending on which instructions are being leveraged.
At the end of the day, having AVX / AVX2 support is awesome for gaming because anything leveraging them will wind up being much more efficient vs. x87 instructions or the older SSE family (and many, many variants). In other words, if you really want this engine to shine, it should be looking for maximal usage of modern CPU instructions wherever and whenever possible.
That said, anyone who can patch out / mod the requirements and allow the game to have extended support for older hardware is doing some awesome work for the community, so there is no faulting that.
It is interesting that it looks like this issue is coming from the sound system (which should be lightweight in general) and not the physics engine (where I'd expect it to be much more useful). Also interesting that there isn't a CPU ISA check with a fallback option if the engine isn't using AVX for performance reasons (i.e., you can use something with the potential to be really efficient the 'wrong way' and instead use it for 'ease of programming' which just makes it less compatible for no benefit).
But whilst waiting for mod support to unflag it I've uploaded another zip with everything but HDiffPatch so those who want to source and build their own hpatchz.exe can do so and get playing again!
Thanks to all the kind comments!
I wanted to play Cyberpunk and got fed up waiting so I fixed it myself, and although it's a lot of extra work sharing something like this (it needs documentation and extensive testing etc) I'm a firm believer of helping people where you can! So if I've managed to help at least one person then that's fantastic!
Sadly some people just have to find something negative to say but such is life. I'm too old to care anyway ;)
Let's hope everyone with our ancient and obsolete computers can get back to playing Cyberpunk 2077 again - which by the way works as good on an old i7 as a new one, minus some extended instructions set which should be handled in code anyway...
Cheers and good morning, good day, good evening or good night, depending on where you are! I'm hitting the bed now!
Jens
Thanks for all the work in removing AVX calls i had to dig around for a bit to make your mod work but now my game is working again in 1.3 perfectly so far.
Awesome!
Sadly uploading to Nexus turned out to be almost an even bigger issue than the game itself because every binary file I uploaded got flagged with a false positive and no mod has still answered... sigh.
But I've just updated the install/run instruction again and now it should be foolproof.
I'm an old UNIX/Linux guy and I've removed the UAC on my computers so I can compile without having the files directly sent to quaranty as they're created... (yes, that happened many times before I got fed up and removed it!)
The instructions now use elevated "powershell -ExecutionPolicy Bypass -File .\CPAVXPatcher_v1.ps1" to get around that problem.
I'm glad you're able to play again!
I hope I don't have to disassemble Cyberpunk2077.exe and it's dll's again in a while... IDA Pro is a fantastic tool, but when binaries are bigger than 10MB it starts to bog down, and this one is ~65MB, plus all dll's.
16 GB of RAM isn't enough when you start WinDbg on top of this - but it works as long as you're patient and the game now works again!
Have a good one!
I did all the binary edits (and found a few more instances of the same bytes listed... I edited and searched until there were no more)
The ones with the question marks are my text added, underneath your (3 places). These are in the same order in your list.
c4c140c20cac1d (3 places) -> 90909090909090h
c48140c24cb5001d (found in 2 places?) -> 9090909090909090h
c48148c214b212 (found in 2 places?) -> 90909090909090h
c48130c20cb31d (found in 2 places?) -> 90909090909090h
The rest of the list I only found once, as shown. That's all good.
HOWEVER, unfortunately I have encountered another spot. It's reproduceable every time. I wandered around for hours in that game tonight and went to different places without a problem, but the game will hit another AVX in the same spot in "Gold Niwaki Plaza" area. I fast traveled back there after the crash and saved so I could get some output. From the fast travel if I walk straight ahead, cross the yellow crosswalk and walk down the sidewalk, the game will hit it and crash every time.
I can't disassemble it (and I don't blame you for not wanting to again) but would the entry points help?
Edit: Crap, I just realized that I have the GoG edition, and you're working with the Steam edition. We aren't working with the same executable, so no... the entry points won't help. I removed the crap I pasted, no sense polluting the thread.
Also, that could be the reason for the discrepancies.
If you can upload the crashdump to Google drive or similar and post that link as a new bug report on my Nexus page I can load the dump and see if I've missed any AVX instructions?!
It wouldn't surprise me if there aren't any lurking ones left, only to execute once or so...
I don't think there's any major difference - if at all - between Steam and GoG apart from perhaps the launcher? That was my conclusion anyway?
Even if the addresses could be different, the instruction opcodes would be the same.
If it's a persisting crash then please post a new bug and I'll have a look!
Another complication is that I'm running it under Wine on Linux. I would certainly not ask you to debug that.
The bottom line is that CD Projekt Red needs to recompile, or add/fix CPU detection if they are going to intentionally use gimmicky Intel instructions. Not only old CPUs, but I'd almost guarantee there will be models supporting it where using it under some circumstances will be unstable. You still shouldn't even use the SSE instructions beyond SSE2 (which is pretty much a requirement on X86_64) these days on precompiled software without alternate code paths.
I'm fine for now, I can avoid any areas where I note crashes. I'm just relaxing and wandering around in a finished game, exterminating Tyger Claws members and doing police gigs etc. wherever I encounter them and stuff.
It wouldn't surprise me if there were many more of these still lurking in that complex program. Their audio engine bits were compiled with AVX turned on. Binary poking is needle-in-haystack.
The main here is, thanks for all the work you have done.
I don't see a way to post an attachment here (and I haven't got an account on nexusmods), but if you're curious to look at the stack dump and stuff, I have a web space. This is a normal text file with DOS/Windows line breaks:
http://www.mikeserv.org/grogan/cyberpunk2077_avx_crash.txt
Sadly it's going to be a touch cookie to manually debug that crash without a crashdump...
Also Wine adds another layer of uncertainty since it's partly emulating stuff.
I've not yet had a single confirmed AVX crash since I released my patch in the wild on Nexus so I think we're covered, but if you do manage to save a crashdump I can load in WinDbg and go through the memory and registers I might be able to help, or at least tell you why Wine is crashing for you?!
Sadly I've only managed to sleep ever since I made this patch because releasing on Nexus proved to add a LOT more work... Not just uploading but you have to support everyone who does something wrong or are in too much of a rush and skips parts in the patch instructions...
But things have calmed down now and everyone are playing again so perhaps I'll be able to play some Cyberpunk 2077 myself today ;)
If you do have a crashdump, upload it to Googledocs or similar and just post the link here!
They acknowledged it right after 1.3 was released with "We're working on it..." but that was that.
It's just one bl**dy bool that needs changing and start another build, but they don't care since they're only a handful of people working on Cyberpunk 2077 nowadays. The rest are working on the next Witcher game which is years away and some other stuff.
I spoke to an insider last week that said this and a lot of other things. That's when I decided to fix this myself ;)
According to him they're not even working on any story DLC's either, but I don't really trust anonymous people claiming to be from a game studio, but a hotfix for the AVX bug never turned up so I got fed up.
I downloaded and placed this .exe but it didn't solve the problem. Game Keep Crashing after this damn Patch 1.3, on black screen with name "CD PROJEKT RED"
But what error code do you get?
It might not be an AVX crash that you're experiencing?