What Actually Happens When You Try to See Every Glitch During a 100% Run

Most people think a 100 percent completion run and a funny moments compilation are two completely separate things. They aren't. The overlap is where the real time sink lives. A straight completion run takes roughly 80 to 100 hours if you know what you are doing. The funny moments layer adds another variable: you stop, reset, or intentionally break things whenever the game does something absurd. V's legs flailing during a ragdoll. A motorcycle spawning inside a building because the pathfinding gave up. A quest NPC walking into a wall for forty-five seconds straight while the dialogue keeps playing normally. These are not planned. They are edge cases in the engine that surface during repetitive play. I have done the math on this. A normal platinum-speedrun style run clocks in around 85 hours. Adding intentional bug hunting and moment recording stretches that to closer to 120 hours. The difference is not the content. The difference is the decision to treat glitches as collectibles instead of obstacles.

How I Approached It Without Losing My Mind

The first thing I changed was my save strategy. Instead of saving before every mission, I started saving after completing each main arc and every side gig. This gave me bulk rollback points. When a joke moment happened during a serious quest, I could reload without grinding three days of content. My save files grew to about six gigabytes total. That matters less now than it did at launch, but during the early builds it was a real bottleneck. I also turned off the auto-aim assist entirely. Auto-aim creates unnatural movement patterns that ruin the kind of moments you want to capture. Enemies tracking you with perfect accuracy makes everything look staged. Turning it off lets the physics and AI reveal their actual behavior, which is almost always funnier. Recording software was the third piece. I ran ShadowPlay at 60 frames per second with a two-hour buffer. Most of the garbage footage never makes it into anything. Having the buffer means I do not miss the moment that appears out of nowhere. A pedestrian clipping through a car. A shotgun blast launching an enemy into the sky. These happen in seconds and leave no warning.

Specific Edge Case That Almost Ruined Everything

During the All Too Perfect mission, I triggered a sequence where the target vehicle spawned inside a garage wall. The engine loaded the model but skipped the collision setup. V ended up phase-shifting through the car while the mission timer kept running. The quest technically marked complete, but the vehicle never despawned. I had three identical cars stacked in the same coordinate, each one fighting the physics engine for space. The workaround was brutal. I loaded a save from twelve hours earlier, fast traveled to a different district, came back, and let the broken cars decay naturally over several in-game days. The game removes orphaned vehicles on a schedule based on how far you are from their last known location. It is not documented anywhere. I found it by accident after wasting four hours trying to delete the cars through console commands, which do not work in the final retail build anyway.

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Cyberpunk 2077 - Funny Moments Compilation|| Cyberpunk 2077 Bugs - YouTube
Cyberpunk 2077 - Funny Moments Compilation|| Cyberpunk 2077 Bugs - YouTube

Counter-Intuitive Things Beginners Miss

Most people try to chase funny moments by modding the game. This is the wrong move for a completion run. Mods break achievement tracking and can corrupt save files. The vanilla game, even in its 2.0 state, has more glitch content than any mod pack will ever provide. The bugs are baked into the AI routing, the ragdoll system, and the vehicle spawning logic. You do not need to force them. You need to create the conditions where the engine exposes them. Another thing nobody talks about: slow and deliberate play actually produces better funny moments than rushing. When you move fast, the game optimizes. It skips animation blends. It culls distant NPCs. It simplifies pathfinding. When you walk slowly through Dogtown at night with no combat happening, the game renders everything at full fidelity. That is when the idle animations, the minor collisions, and the ambient AI quirks show up. Standing still near a group of NPCs for five minutes will often generate more content than fighting through an entire district.

What This Approach Does Not Do Well

It does not scale. If you are trying to maintain a sub-100-hour completion record, the funny moments framework destroys it. You cannot optimize for speed and for chaos at the same time. The two goals pull in opposite directions. A speedrunner exploits glitches. A funny moments player embraces them. You have to pick one identity per playthrough. The recording workload is also disproportionate to the output. I spent roughly 120 hours playing and another 40 hours editing down to a usable 3-hour compilation. The ratio is steep. Most of the value is in the playing, not the product. If you are doing this purely to build content for an audience, expect a long middle section where nothing interesting happens and you are tempted to quit. If your goal is just to see the glitches without the commitment, skip the completion requirement. Go into New Game Plus, pick netrunner, and drive around Pacifica at midnight with no objectives active. You will find most of the same moments in a fraction of the time. The 100 percent requirement mainly exists to force encounter with content you would never seek out voluntarily, which is exactly why it works for this particular mix.