Maybe it depends on how much access AMD's driver team has to the game ahead of launch. Team red? That might be a different matter. Who's going to suffer? Is it going to be the people signing up to the ray-traced future of in-game lighting, the Nvidia faithful who expect to have their RTX GPUs running without issue the moment the game's released? Given the amount of dev time and roach-squashing Nvidia will generally offer out to friendly RTX-On games, I've got to hope its ray-tracing ideally will be easily, and smoothly accessible to GeForce gamers from the get-go. But if you're one of the few still laboring under that failed OS, then you're probably one of those Windows Vista apologists and we don't need to concern ourselves with what you think.īut the fact there is no DirectX 11 safety net, no Vulkan API alternative, does have my day 0 patch senses tingling. So yeah, Win7 is potentially going to be Cyberpunk 2077-compatible, Windows 8.x not so much. We do, and will continue to test Cyberpunk 2077 on Windows 7 in an attempt to iron out any edge-cases that might arise." I get that Windows 7 is still a popular OS, and as CDPR's Marcin Gollent told, "thanks to the introduction of DX12 support for Windows 7 SP1 that Microsoft introduced last year, the game will run on this system. The fact there is no fallback API option for people running other operating systems aside from Windows 10 doesn't concern me. All of those things have happened with DirectX 12 games. No weird bugs, no odd graphical artifacts, no inexplicable crashes, no recommendations that you should actually just use whatever alternative API is offered until a suitable patch can be released that sorts out whatever is wrong with your AMD or Nvidia graphics configuration. I've only ever had great experiences with DX12-performance around launch day.
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