We at CD Projekt Purple are collaborating with Epic Video games to push open-world recreation design additional than ever earlier than, and we wished to share our progress with the gaming neighborhood by way of The Witcher 4 Unreal Engine 5 Tech Demo — a showcase of how we’re bringing extra life, depth, and reactivity to the Continent than ever earlier than.
This isn’t gameplay of The Witcher 4, however we nonetheless wished to include CD Projekt Purple’s signature storytelling into the tech demo, displaying our new protagonist Ciri within the midst of a harmful monster contract. We additionally reveal the never-before-seen area of Kovir, a rugged land the place cities are constructed on commerce and preserve a cautious distance from the army conflicts that plague the remainder of the north.
However the focus of this tech demo is simply that — tech — and we had been proud to point out it dwell on stage, operating at 60 frames per second on a PlayStation 5. The instruments highlighted received’t simply energy The Witcher 4, however may even be shared with the broader online game growth neighborhood by way of Unreal Engine 5. The tech we’re creating with Epic will profit the complete business, in the end bringing a greater expertise to gamers.
ML Deformer
Early within the tech demo we introduce Ciri’s horse Kelpie to the world — and the way she’s way more advanced than our previous buddy Roach. Alongside tech that makes controlling Kelpie really feel rather more grounded and lifelike, we’ve labored laborious to develop high-quality, real-time character deformations.
ML Deformer permits components like Kelpie’s muscle groups to maneuver and flex precisely, due to high-fidelity information offering it with the flexibility to approximate advanced deformations effectively throughout gameplay. This permits these extremely sensible actions to happen with out the sport taking a efficiency hit.
Quick Geometry Streaming
We’re listening to the massive scale too. Quick Geometry Streaming permits the whole lot within the tech demo — from the snowy mountaintops to the deep valleys and huge forests — to seamlessly load with out compromising efficiency. It’s current all through the tech demo, and the very fact it might probably’t be observed proves it’s doing its job.
Contemplate once we meet up with Ciri earlier than she reaches the bustling buying and selling hub of Valdrest, for instance. We transfer rapidly by way of the world, in and round totally different components of the atmosphere, however there’s no stuttering or object pop-ins. Quick Geometry Streaming is optimized to rapidly load static geometry, utilizing a light-weight technique to register and unregister belongings. The result’s what we present all through the tech demo: easy and seamless world loading that enables the great thing about Kovir to shine.
Nanite Foliage
Talking of Kovir, we take a detour by way of one in every of its dense forests whereas Ciri is driving to Valdrest. Nanite Foliage expertise we’re growing with Epic, and the way it permits our builders’ inventive imaginative and prescient to be totally realised in Unreal Engine 5. This tech renders extremely detailed and sensible timber and vegetation by way of each density and constancy, with out compromising efficiency.
Nanite Foliage is a brand new expertise that effectively renders huge quantities of foliage at runtime, making it attainable to effortlessly populate landscapes with advanced belongings — similar to lush timber with particular person branches that sway within the wind.
Unreal Animation Framework
We all the time wish to make our open worlds really feel alive and lived in, and the Unreal Animation Framework proven off within the tech demo lets us add extra life than ever to the villages, cities, and cities of the Continent. This tech powers superior mixing, state machines, and procedural animation workflows, letting us have many advanced characters interacting with the world directly.
After we place a band on the stage in Valdrest, for instance, we make the most of Unreal Animation Framework to drastically improve the variety of NPCs on display. And these aren’t simply easy onlookers standing nonetheless or working on a loop; each reacts to what’s occurring round them. We would like the hole between Ciri and the NPCs of The Witcher 4 to be as small as attainable.
Mass Framework
One other device that provides to the believability and lived-in feeling of the world, Mass Framework simulates massive crowds and AI behaviour like those seen within the busy market of Valdrest. The information-driven design of Mass manages 1000’s of brokers with minimal efficiency value, making it superb for creating sensible, dynamic populations in video games.
It additionally permits sensible objects and complicated interactions to operate. As Ciri approaches the market we see her stumble upon a person carrying a crate of apples, for instance. Discover how he doesn’t simply react to her collision; he loses his footing and drops a number of apples, which roll down the hill and set off additional, unscripted chain reactions like kids operating to steal one or pigs searching for an early lunch. Implementing interactions like these is a method we’re making The Witcher 4 probably the most immersive Witcher recreation to this point.




