
Cyberpunk 2077 just got its 1.5 patch, bringing next-gen versions, new content like housing and weapons, plus combat AI and control improvements.
CD Projekt RED has released its major planned update, version 1.5. With it, the Polish developers fixed numerous bugs, significantly boosting Cyberpunk 2077's stability and performance on last-gen consoles, and also launched dedicated versions for current-gen consoles.
⤢ ВІДКРИТИBelow is the full patch breakdown for Cyberpunk 2077's 1.5 update:
NEXT-GEN CONSOLE CHANGES
Added ray-traced local shadows.
Implemented native achievement support for next-gen consoles. The PlayStation®5 version is a separate product, meaning trophies from the previous backward-compatible version cannot be transferred. Xbox achievements will automatically transfer to the new version via Smart Delivery.
Added two graphics modes for PlayStation®5 and Xbox Series X: Performance Mode and Ray Tracing Mode.
Performance Mode guarantees smooth gameplay at 60 frames per second with dynamic 4K resolution.
Ray Tracing Mode provides photorealistic shadows and reflections, alongside 30 frames per second and dynamic 4K resolution.
The Xbox Series S has no graphic mode selection. By default, the game runs on this console at 30 frames per second in dynamic 1440p resolution.
Performance has improved, significantly reducing frame rate drops and enhancing rendering quality.
High Dynamic Range (HDR) has been balanced for consistency across all platforms.
Implemented multiple visual improvements.
Added support for PlayStation®5 controller adaptive triggers.
Haptic feedback now varies based on in-game events.
The controller's built-in speaker is now used for video calls, text messages, and everything happening inside V's head.
Added PlayStation®5 Activity Cards.
Implemented surround sound support on PlayStation®5 when using 3D audio headphones and built-in TV speakers. This support is based on PS5 Tempest 3D AudioTech.
ADDITIONAL CONTENT
This additional content is available to players on all platforms.
Apartments
You can now rent apartments (for a one-time fee) found throughout Night City or via the 'EazyEstate' website (only accessible from V's computer in Megabuilding H10). Apartments become available after completing the 'Playing for Time' quest. You can rent all apartments simultaneously, and their stashes are shared. Additionally, for 10,000 €$ on the 'EazyEstate' website, you can redecorate V's default apartment in Megabuilding H10.
Northside, Watson (5,000 €$)
Japantown, Westbrook (15,000 €$)
Glen, Heywood (40,000 €$)
Corpo Plaza, City Center (55,000 €$)
Certain apartment interactions now grant V temporary buffs:
Take a shower — grants the 'Refreshed' status for one hour. 'Refreshed': Allows health regeneration during combat. Health automatically regenerates up to 60% of max health. If you have the 'Regeneration' perk, this status boosts health regeneration speed by 20% and increases the regeneration cap by 20%.
Sleep — grants the 'Rested' status for one hour and restores health. 'Rested': +20% skill XP.
Brew coffee — grants the 'Energized' status for one hour. 'Energized': +25% max stamina, +30% stamina regeneration.
Appearance customization
You can now change individual elements of your appearance (hair, makeup, piercings, etc.) by looking into a mirror in any of your apartments or safehouses. This is free and can be repeated as many times as you like. Additionally, new makeup and hairstyle options have been added to the character customization screen. Well, who's the fairest of them all?
What's new at Wilson's?
Check out Wilson's 'Second Amendment' store in Megabuilding H10 for new inventory, or find them on the streets of Night City.
Two new weapons: the 'Umbra' from Darra Polytechnic (a standard assault rifle) and the 'Guillotine' from Budget Arms (a standard submachine gun).
Four new scopes: the Kang Tao 'Jue' long scope, the Tsunami 'Gaki' sniper scope, the Arasaka 'Kanetsugu' short scope, and the 'Handyman' short scope.
A new weapon attachment: muzzle brakes!
Ten new muzzle brakes: five for pistols (RC-7 Ifrit, RC-7 Liger, RC-7 Dibbuk, RC-7 Kutrub, RC-7 Babaroga) and five for assault rifles and submachine guns (RC-7 Aswang, RC-7 Varkolak, RC-7 Zar, RC-7 Yokai, RC-7 Strigoi).
New photo mode poses
We've added several new poses for Photo Mode, including Johnny Silverhand poses (available only during flashback scenes when playing as Johnny).
LIVING CITY
Combat AI
NPC behavior and reactions in both close and long-range combat have improved. They now make much better use of cover, change positions, reload, choose weapons, dodge, block, and more.
We've made several improvements to dismemberment triggers, hit reactions, and character death animations, making both close and long-range combat more spectacular.
Enemies now much more actively block and dodge attacks (using 'Kerenzikov'). More powerful weapons make it easier to hit an opponent, while dodging makes it harder.
Enemy behavior in close and long-range combat is now more varied. Depending on their faction, they'll demonstrate a tendency for reckless actions, aggression, rational behavior, defensive tactics, or caution.
V's companions now participate more actively in combat, but can be incapacitated and temporarily taken out of action after taking a certain amount of damage.
Netrunner combat balance has improved.
Crowd behavior
Aggressive crowd behavior: certain types of NPCs might engage V in combat if provoked—for example, by aiming at them, shooting, or hitting them. Due to some technical limitations, this change isn't available on previous-gen consoles.
Waiting and skipping time now affects NPC states, and also resets the initial state of devices, environments, and some scenes.
Crowd reactions, pathfinding, and character despawn rules have improved.
Driving model
Introducing the new 'Burn Out' mode! Activate it by holding down the gas and brake buttons, then turn the wheel to perform sharp turns and spins. The old system only allowed for stationary turns, so now you can experiment with the buttons for new possibilities! Burn rubber, try regular and circular drifts, and warm up your tires for drag-racing starts. All of this now works at higher speeds, letting you initiate a controlled skid in most cars by pressing the brake while holding the gas on entry to a turn. Keyboard players get new additional functions for arrow keys (some keyboards ignore a third key press when using WASD). Gamepads and controllers are best suited for this system, which is what most players prefer for driving anyway.
A new braking system ensures consistent front and rear wheel reaction at all speeds. We've added ABS simulation, and all vehicle brakes have been adapted to the new model.
Engine simulation has improved, with added clutch simulation. These changes enhance engine resistance during gear shifts and help eliminate excessive wheel spin.
Transmission simulation has improved. Downshifting behavior is significantly better; the transmission now realistically downshifts, more logically dropping the engine to optimal RPMs. We've completely reworked switching between forward and reverse gears, allowing you to perform 180-degree reverse turns.
Motorcycle handling has been enhanced. All the aforementioned improvements boost their stability. We've also refined the control model and recalibrated parameters.
We've improved parameters for several cars. The Quadra Type-66 (all models, especially the Avenger), Mizutani Shion (especially the MZ2), Herrera Outlaw (significant rework), and the basic MaiMai model now have improved handling and other characteristics.
First-person mode for all vehicles has seen changes where necessary. Additionally, Nomad vehicles with 'Crystal Dome' technology now digitally remove objects obstructing the view.
Street traffic
Vehicle movement is noticeably better, specifically their turning and stopping behavior.
Panic reactions to threats have been added: cars now hastily drive away from sources of danger. NPC passengers can die in accidents.
Vehicle reactions to minor collisions are more varied, and recovering motion after crashes is now quicker and smoother.
GAMEPLAY
Balance
A series of economic changes have been implemented, notably increasing rewards for open-world tasks and events. Concurrently, prices for vehicles and cyberware have been reduced.
Clothing mod balance has been adjusted, and their functionality improved. The number of mod slots on clothing items has changed, and mods are now categorized, only compatible with specific clothing types. Consequently, all your previously installed mods have been removed and placed in your inventory. You'll need to reinstall them according to the new rules.
The easy difficulty setting will now feel noticeably tougher.
Agility has been replaced by two new stats: Damage Mitigation Chance and Damage Mitigation Amount. Mitigation Chance determines how often V can reduce incoming damage. Mitigation Amount defines the percentage by which damage will be reduced (50% by default).
Components that previously enhanced agility now affect mitigation. These include, for instance, the 'Reflexes' attribute, the 'Mongoose,' 'Exit Strategy,' and 'Human Shield' perks, certain clothing mods, and cyberware.
Balance changes have been made to damage-over-time effects — primarily, damage from burning, bleeding, and poison has been reduced.
Reduced the likelihood of 'Tiger Claws' electronic tattoos altering the trajectory of smart projectiles.
A quieter way to evade the police during a chase has been added. Instead of simply distancing V from the last crime scene, V can now hide within the search area. However, in this scenario, the police will search for V longer than usual.
Cyberware
Unwanted cyberware can now be sold to Ripperdocs.
The Blood Pump cyberware description now correctly indicates its cooldown duration.
The 'Reveal Location' quickhack can now be interrupted. To do so, you must damage the netrunner or gain immunity through Intrald.
Activating 'Berserk' now doubles stamina instead of providing an infinite supply.
Tranquilizer rounds for the Projectile Launch System no longer affect non-human NPCs.
The number of ricochets when using the Legendary Ballistic Co-processor has been reduced to 1, but it now grants a 50% bonus to ricochet damage.
The 'Trajectory Generator' (a Kiroshi optics mod) is now called 'Threat Analyzer' and provides a 2% Damage Mitigation Chance. Mitigation allows you to reduce incoming damage by the mitigation amount (50% by default).
V's Optical Camo duration has been increased from 5/10/15 to 10/15/15 seconds per rarity level.
Some NPCs can now use optical camo.
Even with Optical Camo active, V now becomes visible when grappling an enemy.
Fixed an issue that prevented certain cyberware mods from being used simultaneously.
Combat
Combat AI has been significantly optimized, leading to overall improvements in the combat system.
Numerous fixes and improvements have been implemented to ensure NPC animations are smoother and less prone to interruption during combat. This covers animations for attacks, deaths, weapon and cover usage, hit reactions, reloads, blocks, and dodges. Expect more noticeable reactions to weapons and their area-of-effect, making battles feel more spectacular.
Enemies now move more effectively to gain tactical positioning.
V's companions now have improved shooting accuracy.
Damage taken by V from explosions has been reduced.
Fixed issues where NPCs belonging to the same group or faction wouldn't engage in combat initiated by their nearby allies.
Fixed an issue where NPCs didn't react properly when hit by a grenade at the start of combat.
Enemies wielding shotguns will now attempt to stay closer to V during combat.
Added several visual effects when enemies use combat stims.
Enemies will now only use combat stims when below 30% health. This should reduce their frequency of use.
Increased the visual clarity of enemy behavior during low framerates.
Fixed an issue that caused combat mode to trigger while walking around.
Fixed a bug that allowed V to be knocked down by a hammer, even when the weapon didn't reach its target.
NPCs capable of both melee and ranged combat will now switch between these modes much faster.
Quickhacks
The "Cyberpsychosis" quickhack no longer works against cyberpsychos.
Fixed an issue where disabling a camera with a quickhack didn't interrupt an enemy's script upload when that camera was used for a proxy connection.
Fixed an issue where V would permanently retain the "Hacked" effect, preventing netrunners from hacking V again.
Fixed an issue where the "Whistle" quickhack wouldn't make NPCs approach V.
Items and devices
Additional items from the stash (2 jackets + 4 registration rewards) now have new features:
The quality of these items will now increase after a certain number of upgrades.
Basic crafting specs have been added for each of these items (rare quality). The lists of available crafting specs in existing save files will be updated to reflect these changes.
You can now toggle devices on and off while carrying bodies.
Fixed an issue where elevator door animations didn't always play correctly, allowing players to see outside the level.
NPCs
The health of all opponents in the "Flesh and Bone" quest, except for the twins, has been reduced. The twins can now block and dodge attacks, making the difficulty of their fight primarily dependent on player skill.
Dum Dum now prefers to use the same "Ajax" rifle that drops from him upon defeat. He's also been demoted from a "boss" to a regular enemy.
Fixed NPC behavior in fights with Sasquatch, Oda, Adam Smasher, Royce, and the bosses from the "Flesh and Bone".
Fixed an issue where enemies couldn't break V's guard in melee combat.
Fixed object clipping issues when V and NPCs perform aerial takedowns on enemies.
Now, only the most agile enemies can perform spin kicks and leg attacks.
The "Cold Blood" ability no longer grants experience when defeating enemies if V has no active "Cold Blood" effects. However, the more "Cold Blood" effects V has, the more experience defeating enemies will grant.
Fixed object clipping issues when V performs a seated grab on an enemy.
Enemies with shotguns now deal more damage.
Enemies now attack V less frequently if the player is finishing off an opponent (e.g., with a katana or Mantis Blades).
Increased damage dealt by NPC snipers.
Snipers can now fire while retreating from a target.
V's companions no longer trip over bodies.
Rebalanced NPC stamina.
NPCs crushed by vehicles and unable to escape will now die after a certain period.
Fixed an issue where V's death animation would play incorrectly if the player was grabbing an enemy at that moment.
Fixed an issue where the game could assign bounties for guards, bouncers, and police officers.
Fixed issues where NPCs sometimes stood in a T-pose.
Fixed an issue preventing NPCs from applying effects.
The health of enemies using the "Kerenzikov" ability has been reduced by 15% to compensate for their evasiveness.
Abilities
We've rebalanced several abilities and moved some of them around in the development tree. Therefore, your invested ability points have been reset. You'll need to reallocate them.
The following abilities have been modified:
Stress Resistance, Human Shield, Epimorphosis, Indestructible, Fully Indestructible, and Cutthroat.
Several new abilities have been added, replacing old ones.
“Strength in Numbers” (Your damage increases while carrying a body.) –> changes to -> “Resilience” (Health regeneration isn't interrupted even after taking a hit.)
“Steadfast” (Maximum stackable “Indestructible” effects increase by 1.) –> changes to -> “Easy Prey” (Ranged weapon damage to enemies within 5m of V increases by 10% (level 1) or 20% (level 2) while “Indestructible” is active.)
“Wetwork” (You cannot be detected underwater.) –> changes to –> “Keen Eye” (Hitting an enemy's head with a knife blinds them.)
“Silent Reaper” (You can instantly neutralize enemies with less than 15% health using a knife.) –> changes to –> “Juggler” (Neutralizing an enemy or dealing critical damage with a throwing knife returns all knives currently on cooldown.)
“Lightning Strike” (Critical hit chance with electromagnetic weapons increases by 3%.) –> changes to –> “Death Line” (You see the ricochet trajectory when aiming with standard weapons if a ballistic coprocessor is installed.)
Due to these changes, we've renamed the “Stealth” development tree to “Ninjutsu” to better reflect the abilities it contains.
The bonuses from the “Exceptional Efficiency,” “Field Methods,” and “Last Word of Tech” abilities are now dynamic. They apply to previously crafted weapons and clothing items as well. If abilities are changed, these bonuses will disappear without errors.
V's behavior
V can now run through cracked glass (as well as climb, jump through, and leap over it while running).
Fixed an issue that would teleport V inside a wall or outside the level when attempting to place a body into a container.
Vehicles
Fixed an issue where summoned vehicles could spawn inside one another, causing them to explode or fly into the air.
Fixed an issue where an enemy character would get stuck in the car's roof when carjacking a vehicle they were inside.
Fixed an issue where vehicles would hang in the air when loading a save file. They are now normal, boring cars, incapable of hovering and falling to the ground.
Weapons
The throwing knife system has been reworked. Knives no longer disappear after each throw; instead, they automatically return to V after a certain period (depending on the knife's rarity). V can also pick up a thrown knife, instantly resetting its cooldown.
The iconic “Sting” knife now properly scales with V's level.
Bullet velocity for various Smart Weapons has been increased to match the G-58 “Dian” from Kang Tao.
The sound propagation range for suppressed weapons has been increased from 3m to 8m.
The melee weapon stat “Stamina Cost Reduction for Attacks” now works as intended.
The weapon mods “Crunch,” “Cold Welcome,” and “Pax” now increase damage by a percentage.
V's level requirements now increase with each melee weapon upgrade.
Note: As a result of this fix, the level of already upgraded melee weapons will change. Items currently equipped by V that now require a higher level can still be used. However, if unequipped, they will become unusable until V reaches the required level.
The stats for the DR5 “Nova” revolver, obtained during the mission “The Boss Died, Long Live the Boss,” now correctly scale with V's level.
The “Crusher” shotgun is no longer suitable for use in the shooting tournament during the mission “Aim High, Shoot Low!”
Aim assist has been added for shooting bottles in Cassidy's challenge during the mission “Family Matters.” This should make it easier to complete with a gamepad or controller.
INTERFACE
We've made a series of changes to improve the map's usability: icon scaling has been adjusted, and new tooltips and filters have been added. These include a dynamic filter that adapts to the zoom level, as well as a player-customizable filter.
The time-scrubbing interface has been reworked to simplify switching between times of day. It now also displays the approximate time.
We've updated the look of various reticles for clearer visuals and added new animations.
Readability, consistency, and the overall appearance of various UI panels, notifications, and pop-up messages have all been improved.
Notifications showing song titles now appear when music starts playing on the radio.
The name of the vehicle you're entering will now appear on screen.
Item tooltips from your stash now correctly display their characteristics.
The crosshairs for throwing knives have been adjusted.
A buff counter has been added next to the health bar, indicating how many active effects V currently has.
D-pad navigation has been improved across various screens and panels.
Wakako's previously missing description has been added to the database.
In 'Guardians of Anarchy,' we've improved the electrical panel interface to provide players with more feedback during interaction.
Fixed an issue where the mouse cursor didn't scale properly at various screen resolutions.
Fixed an issue where the selected fast travel point would appear before the loading screen. No more spoilers, choom!
Fixed an issue where tutorial message window frames would appear in the menu.
Fixed a bug that caused the game to freeze if players read a chip's content directly from a loot container and then immediately closed it.
Fixed an issue where the loading indicator wouldn't disappear from the screen.
TASK
A few new secrets have been added for Night City explorers. Due to some technical limitations, this change isn't available on last-gen consoles.
Expanded romance options with Panam, Kerry, River, and Judy, adding new messages and interaction choices.
New interaction options are now available at your partners' homes, including the ability to sleep in the same bed with them.
You can now mute police dispatcher and fixer video calls before and after completing gigs. If you do, the game will automatically skip the call, and you'll receive a text message instead. This setting can be changed in Settings → Gameplay → Video Calls. By default, the police dispatcher is muted, but fixers aren't.
Players can now decline non-essential video calls. A message will appear on screen with options to accept or decline the video call. If you decline, you'll receive a text message instead.
The video call system has been refined: calls no longer queue up if the first call is loading too slowly.
Night City's nightlife is now more exciting — club music is louder.
Fixed an issue where the distortion effect would remain on screen after returning from cyberspace.
Fixed a bug where River would immediately hang up when answering a call. That was incredibly rude of him!
«Doll House» — fixed issues where Lizzie's Bar would be closed during operating hours.
«Beat on the Brat» — individual journal entries for each fight now only appear after you discover them.
«Beat on the Brat» — V can no longer use previously dropped weapons in fistfights.
«Beat on the Brat: Glen» — fixed a bug where Caesar would send V a message asking if he dealt with his car, even after it was left for him.
«I Walk the Line» — Theo no longer disappears during the Talk to Theo objective.
«The Heist» — fixed a bug preventing V from getting into the van and talking to Judy after receiving the black braindance.
«Ex-Factor» — fixed a bug where the Thornton Colby car would disappear.
«Epistrophy» — individual journal entries for the various Delamains now only appear after you discover them.
«Epistrophy» — added new Delamain taxi comments when players complete the quest by choosing either the free or integrate option.
«Both Sides, Now» — fixed a bug where Judy wouldn't call to start the quest.
«Both Sides, Now» — fixed a bug where Judy wouldn't appear on the Clouds balcony, preventing the quest from being completed.
«Both Sides, Now» — if the player doesn't pick up Maiko's Death and Taxes pistol during the quest, it can now be found elsewhere.
«A Distant Land» — V no longer waits in River's car during the important scene with Detective Han.
«The Prophet Song» — the router hacking mini-game now displays correctly, even if V doesn't have a cyberdeck equipped.
«The Nomad» — fixed a bug where the Scan the Traces objective marker could change position.
«M'ap Tann Pelen» — fixed a bug where the required characters wouldn't appear in the meat shop, preventing the quest from being completed.
«M'ap Tann Pelen» — fixed a rare bug where Placide would act ruder than usual (somehow!) and refuse to speak with V in Roland's shop.
«Off the Leash» — some audience members at Kerry and Us Cracks' concert didn't like having their outfits copied, so they changed.
«Rebel Rebel» — fixed a bug preventing V from leaving Hiromi's apartment if the player called someone while taking the elevator to the tech floor.
«Riders on the Storm» — fixed a bug that, under certain circumstances, prevented players from talking to Panam and Mitch.
«I Fought the Law» — fixed a bug where subsequent main quests wouldn't appear after completing this quest.
«Brain Dance» — this quest will no longer reappear in the journal with the Talk to Stefan objective if V declines the offer and returns the braindance funds.
«Losing My Religion» — added a dialogue option to skip the braindance tutorial.
«Burning Desire» — V's old car no longer disappears.
«With a Little Help from My Friends» — fixed a bug where Panam wouldn't call after completing the quest «Riders on the Storm».
OPEN WORLD
Fixers in Night City will now grow to respect V more as you complete their contracts. These contracts will appear in groups, with a new set only becoming available once you've finished all prior contracts in the corresponding district.
Completing all of a fixer's contracts earns you a special reward (though not from Mr. Hands — he just doesn't like you). You can check your progress on fixer contracts by hovering over their icon on the map.
Night City's streets and establishments now feature even more diverse pedestrians and businesses. You'll also hear a wider variety of conversations, both day and night, in all districts, and they'll occur more frequently.
Assault in Progress in Charter Hill — Fixed an issue that prevented players from collecting evidence.
Assault in Progress in Corporation Plaza — Fixed an issue that prevented quest completion if players gathered evidence before visiting Heywood.
Assault in Progress in Kabuki — Fixed an issue where this event would reappear on the map after completing the quest The Hidden Truth.
Gig: Urgent News — Fixed an issue where the truck would fall through the ground, preventing the gig's completion. Note: The vehicle now appears when approaching the garage, even if the marker points underground.
Gig: Family Heirloom — Fixed an issue where this gig wouldn't activate when the player approached the marker, remaining in New Location status.
Gig: Free Press — The quest no longer fails upon entering the TV studio building.
Gig: Happy Together — Fixed an issue where the car would spawn underground. If you encountered this bug, try starting to lead Flavio out to make the car appear.
Gig: Guinea Pigs — Fixed an issue where the hotel elevator wouldn't open, preventing quest completion.
Gig: A Little Life Problem — Fixed an issue where the car wouldn't appear or appeared incorrectly.
Gig: God Bless This Mess — The SUV now spawns correctly.
Crime: Paranoia — It's now easier to climb the building and reach the stash.
Cyberpsycho Sighting: Smoke Over Water — Fixed an issue where the Examine the Van [Optional] objective would become the only one, rendering it uncompletable.
GRAPHICS, AUDIO, ANIMATION, SCENE DESIGN
Improved water appearance and added interaction. Ripples and splashes now appear on the water's surface in various situations, like when colliding with an object or firing a weapon.
Improved rain visual effects on car windows. Water droplets now fall as they should.
Motorcycles now feature neon rims. You can toggle them on and off by pressing the E key on the keyboard, or the left mini-joystick on a gamepad/controller.
Improved visual effects for the Optical Camo implant. If Johnny had this implant back in 2023, he would've blown up Arasaka Tower solo, no problem.
Fixed an issue where some of Johnny's subtitles would remain stuck on the screen.
Fixed issues where AVs would fly through buildings.
ENVIRONMENT AND LEVELS
Improved the weather system; it now changes more logically.
Significantly reduced the amount of loot found in the city. Players no longer need to meticulously scour every location, allowing them to explore the game world without trivial distractions.
STABILITY AND PERFORMANCE
Auto-detection for slow HDD mode can now be enabled. When activated, the game automatically determines the installation drive. If required, it will accelerate data loading and increase crowd activity, though this comes at the cost of crowd diversity, additional loading screens, and street detail when driving at high speeds.
Added support for AMD FidelityFX™ Super Resolution (FSR) 1.0 technology, which replaces Contrast Adaptive Sharpening (CAS). PC players can enable it in Settings → Graphics → Resolution Scaling. This option cannot be configured on consoles.
Implemented numerous fixes and improvements related to game stability and optimization.
PC-SPECIFIC CHANGES
A performance benchmark mode has been added. You can find it in Settings → Run Benchmark.
We've added a 'Toggle Walk' function for keyboard players. Press the G key while exploring the world to activate it. You can rebind this function to another key in the game settings.
Ray-traced transparent reflections are now enabled on the glossy surfaces of some cars.
Variable Rate Shading (VRS) support has been added. This technology accelerates rendering and improves graphics quality by adjusting shading intensity across different parts of the frame. It's only available on compatible devices.
Fixed an issue that prevented dynamic resolution from being enabled on AMD graphics cards when ray tracing was active.
We've discontinued support for NVIDIA 700 series graphics cards.
Since these graphics cards are no longer supported by their manufacturer's drivers, we've raised the minimum NVIDIA graphics card system requirements to GTX 970.
This doesn't mean the game won't run on NVIDIA 700 series graphics cards, but we will no longer use them for testing.
Windows 7: future support
Due to DirectX 12's limited capabilities on Windows 7 devices and the discontinuation of graphics driver support for the OS, Cyberpunk 2077 updates released from June 15, 2022, onward will no longer support Windows 7. The game may stop working on Windows 7 if you choose to install any patches released after this date.
Console changes
Brazilian Portuguese language support has been added for digital editions in Portugal (PlayStation codes: CUSA-18278 and CUSA-18279). Detailed information on language version support is available here: XboxPlayStation.
Save file transfers from PS4 to PS5 are now supported. A detailed guide can be foundhere.
Fixed an issue where V's mouth and hairstyle could be visible on-screen in first-person mode.
Stadia changes
The field of view has been increased and now matches other platforms.
Chooms, what's written above is just the tip of the iceberg. We've made many other improvements and fixes, so boot up the game and see for yourselves!