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2077-gps-mod/docs/traffic-system-debrief.md
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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:

  • gamegpsGPSSystem
  • gamegpsSettings
  • worldTrafficPersistentResource
  • worldTrafficPersistentData
  • worldTrafficLanePersistent
  • worldTrafficLanePlayerGPSInfo
  • worldTrafficLanePersistentFlags

gamegpsSettings contains display/refresh settings:

  • lineEffectOnFoot
  • lineEffectVehicle
  • fixedPathOffset
  • fixedPortalMappinOffset
  • pathRefreshTimeInterval
  • lastPlayerNavmeshPositionRefreshTimeIntervalSecs
  • maxPathDisplayLength

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:

  • outLanes
  • inLanes
  • outline
  • accumulatedLengths
  • crowdCreationInfo
  • maxSpeed
  • deadEndStart
  • length
  • width
  • area
  • flags
  • subGraphId
  • playerGPSInfo
  • neighborGroupIndex
  • nodeRefHash
  • laneNumber
  • seqNumber
  • isReversed
  • roadMaterials
  • polygon

playerGPSInfo contains:

  • subGraphId
  • stronglyConnectedComponentId

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 export contains 31,717 lanes.

Observed maxSpeed distribution:

all lanes:
  1: 12284
  15: 11638
  10: 4675
  17: 3013
  14: 96
  8: 8
  9: 2
  4: 1

highway lanes:
  17: 2688
  15: 164
  1: 2

road lanes:
  15: 11474
  10: 495
  17: 325
  14: 96
  8: 4

pavement lanes:
  1: 12280
  10: 4180
  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 2,506 lanes:

  • 2,419 highway boosts
  • 87 road 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:

  1. Extract all.traffic_persistent with WolvenKit CLI.
  2. Serialize the CR2W resource to JSON.
  3. Patch lane maxSpeed values.
  4. Deserialize the patched JSON back to CR2W.
  5. Put the CR2W back under the original resource path.
  6. Pack an archive.
  7. Place the archive in archive/pc/mod.

The generated archive currently contains exactly:

base\worlds\03_night_city\sectors\_generated\traffic\all.traffic_persistent

Risks And Unknowns

The main unknown is the native GPS cost formula. If it ignores maxSpeed, this patch will not meaningfully change routes. If it uses speed but with caps or category penalties, the effect may be subtle. If it uses maxSpeed for both GPS and traffic simulation, the patch may also affect some traffic behavior on highways.

The Oodle library was not available inside the toolbox, so WolvenKit packed with its Kraken fallback. WolvenKit successfully round-tripped and listed the archive, but in-game testing is still required.

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
  • increase highway speed to 22, 25, or 30 based on playtesting
  • lower intersection penalties only where highway ramps are misclassified
  • inspect lane_connections to identify ramp/arterial topology
  • patch GPSOnly connector lanes separately
  • 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.