8.9 KiB
Cyberpunk 2077 Traffic/GPS System Debrief
This is based on the public NativeDB RTTI dump, WolvenKit exports from the local
Steam install, and the generated all.traffic_persistent resource from the
Phantom Liberty archive.
The High-Level Shape
Cyberpunk appears to split "navigation" into at least two major domains:
- pedestrian/NPC navigation over navmesh resources
- vehicle/GPS routing over generated traffic lane resources
The public script/native type dump exposes worldNavigationScriptInterface and
AINavigationSystem methods for navmesh path queries, but those are character
navigation tools. They are not the car GPS. The car GPS system type exists as
gamegpsGPSSystem, but its public RTTI surface does not expose planner methods
that a REDscript mod can override.
That means the practical mod surface is data, not algorithm replacement. The
native gamegpsGPSSystem likely builds or queries a graph from traffic lane
resources, then renders a GPS line from the selected lane path.
Relevant Game Types
The useful RTTI types are:
gamegpsGPSSystemgamegpsSettingsworldTrafficPersistentResourceworldTrafficPersistentDataworldTrafficLanePersistentworldTrafficLanePlayerGPSInfoworldTrafficLanePersistentFlags
gamegpsSettings contains display/refresh settings:
lineEffectOnFootlineEffectVehiclefixedPathOffsetfixedPortalMappinOffsetpathRefreshTimeIntervallastPlayerNavmeshPositionRefreshTimeIntervalSecsmaxPathDisplayLength
Those affect GPS presentation and refresh behavior, not edge selection.
worldTrafficPersistentResource is the key resource type. Its root chunk has
data: worldTrafficPersistentData, which has:
lanes: array<worldTrafficLanePersistent>neighborGroups: array<array<Uint16>>
Each lane has the actual graph metadata:
outLanesinLanesoutlineaccumulatedLengthscrowdCreationInfomaxSpeeddeadEndStartlengthwidthareaflagssubGraphIdplayerGPSInfoneighborGroupIndexnodeRefHashlaneNumberseqNumberisReversedroadMaterialspolygon
playerGPSInfo contains:
subGraphIdstronglyConnectedComponentId
That strongly suggests the GPS planner has a precomputed connectivity graph and uses connected-component/subgraph metadata to reject impossible paths quickly.
Resource Location
In this install, the important resource is:
base\worlds\03_night_city\sectors\_generated\traffic\all.traffic_persistent
It exists in both the basegame Night City archive and the Phantom Liberty Night City archive. For a Phantom Liberty install, the EP1 archive version should win:
archive/pc/ep1/ep1_1_nightcity.archive
WolvenKit can extract, serialize, deserialize, and pack this resource on Linux
through wolvenkit.cli 8.18.1.
Lane Flags
worldTrafficLanePersistentFlags:
FromRoadSpline = 1
Bidirectional = 2
PatrolRoute = 4
Pavement = 8
Road = 16
Intersection = 32
NeverDeadEnd = 64
TrafficDisabled = 128
CrossWalk = 256
GPSOnly = 512
ShowDebug = 1024
Blockade = 2048
Yield = 4096
NoAIDriving = 8192
Highway = 16384
NoAutodrive = 32768
The important flags for GPS weighting are Road, Intersection, GPSOnly, and
Highway. The important flags to avoid touching are Pavement, CrossWalk,
TrafficDisabled, and Blockade.
Observed Lane Distribution
The local EP1 all.traffic_persistent resource contains 33,952 lanes when
extracted from the archive's raw compressed segment.
Observed maxSpeed distribution:
all lanes:
1: 12852
15: 12107
10: 5859
17: 3027
14: 96
8: 8
9: 2
4: 1
highway lanes:
17: 2700
15: 164
1: 2
road lanes:
15: 11943
10: 671
17: 327
14: 96
8: 4
pavement lanes:
1: 12848
10: 5188
8: 4
9: 2
4: 1
The values are not real-world mph/kph. They are compact game-scale lane speeds.
Because highways are already mostly 17 and normal roads are mostly 15, a
large value like 90 would be reckless. The mod currently uses conservative
defaults:
- highway speed target:
25 - road speed floor:
15
That changes 2,519 lanes:
2,429highway boosts90road floor boosts
It leaves pavement/crosswalk/blocked/disabled lanes alone.
What The Mod Actually Does
The mod does not replace the pathfinding algorithm.
It edits the traffic graph's lane metadata so the native GPS planner has better
cost inputs. If the planner factors maxSpeed into traversal cost in the usual
way, then a segment with the same physical length but higher maxSpeed becomes
cheaper. That nudges the native planner toward highways and high-capacity roads
without having to hook the planner itself.
Conceptually:
old cost ~= lane.length / lane.maxSpeed
new cost ~= lane.length / patched_lane.maxSpeed
The actual game formula is native and not exposed in RTTI, so this is an
inference. The inference is supported by the presence of maxSpeed, length,
connectivity data, and GPS-specific lane graph metadata in the same resource.
Why Not Just Write A New A*?
A standalone A* is easy. Integrating it into Cyberpunk's GPS is the hard part.
The game already has:
- traffic lane connectivity
- lane polygons/outlines
- player lane matching
- destination lane matching
- dynamic refresh
- minimap/world map rendering
- quest mappin target integration
- portal/entrance handling
- route line effects
The script-facing gamegpsGPSSystem type does not expose hooks for replacing
that pipeline. A custom planner would still need a way to feed its result back
into the GPS renderer and route-following systems. Without native RED4ext hooks,
that is much riskier than patching the resource data the existing pipeline
already consumes.
Packaging Flow
The working flow is:
- Read the archive index and extract the exact compressed segment for resource
hash
3419764573789342681. - Decompress that KARK segment with WolvenKit CLI's Oodle command.
- Serialize the CR2W resource to JSON.
- Patch lane
maxSpeedvalues. - Deserialize the patched JSON back to CR2W.
- Put the CR2W back under the original resource path.
- Pack an archive.
- Place the archive in
archive/pc/mod.
Do not use plain cp77tools extract for this resource. In this install,
WolvenKit CLI extracted a 9,984,106 byte CR2W, while the stock archive segment
declares and decompresses to 10,673,648 bytes. A vanilla control archive built
from the smaller extraction crashed during load. A vanilla control archive built
from the raw segment reached the game and the GPS worked normally.
The generated archive currently contains exactly:
base\worlds\03_night_city\sectors\_generated\traffic\all.traffic_persistent
Risks And Unknowns
The first major finding from in-game testing is that maxSpeed is not a useful
GPS weighting lever. Raising highway lanes as high as 120 did not change GPS
routes in the test case, but it did make freeway traffic noticeably faster. That
means maxSpeed should be treated as traffic simulation data, not GPS route
cost data.
The actual lane adjacency is not populated in all.traffic_persistent; every
lane's outLanes array serialized empty. The adjacency is in:
base\worlds\03_night_city\sectors\_generated\traffic\all.lane_connections
That resource is a worldTrafficPersistentLaneConnectionsResource with one row
per lane. Each row has inLanes and outlanes. Each outgoing connection
contains laneIndex, exitProbabilityCompressed, isSharpAngle,
nextLaneEntryPosition, and thisLaneExitPosition.
There is still no explicit edge cost field. The current best data-only test is
to patch exitProbabilityCompressed: strongly favor road/GPSOnly/highway
connections that enter or remain on highways, and lower competing non-highway
exits. A prepared experimental archive changes 145 outgoing connection
probabilities across 136 lanes.
The Oodle library was not available inside the toolbox, so WolvenKit packed with its Kraken fallback. A vanilla full-resource control archive loaded in game and GPS worked normally, so the earlier crash was caused by bad extracted data rather than the Kraken-packed archive container.
The patch targets the EP1 traffic resource because Phantom Liberty is installed. On a non-PL install, the basegame archive resource would need to be patched instead.
Future Improvements
Better versions of this mod could:
- build district-specific presets
- patch
all.lane_connectionsprobabilities around ramps and highway exits - inspect
GPSOnlyconnector lanes separately - compare route output with probability-only archives enabled
- locate any native or baked edge-cost data not exposed in RTTI
- generate a diff report of every changed lane with flags, length, speed, and graph component
- ship multiple archives: conservative, strong, and experimental
The next practical step is in-game route testing between known bad waypoint pairs, especially cases where vanilla GPS exits highways too early or cuts through surface streets.