For the reason that launch of The Witcher 3: Wild Hunt again in 2015, a wholly new console era has been launched and hit its stride. Developer CD Projekt RED needs to verify this soar in console generations can also be seen in its upcoming RPG The Witcher 4. Chatting with GamesRadar, The Witcher 4’s engineering manufacturing supervisor Jan Hermanowicz defined that the studio is engaged on the “generational shift in the case of {hardware}, engines, and know-how between The Witcher 3 and The Witcher 4.”
Hermanowicz stated that CD Projekt RED needs to do that generational soar proper. This is able to imply that the studio needs to take full benefit of the Xbox Collection X/S and PS5 {hardware} to create a dense world for gamers to discover, utterly with realistically and immersively dense cities. “That generational shift, we need to do it proper,” Hermanowicz stated. “Our ambition is to take full benefit of it and actually ship the next-gen expertise.”
So as to this, Hermanowicz spoke about how the builders of The Witcher 4 are spending loads of time with one of many densest cities from The Witcher 3 – Novigrad. “We really checked out what we did prior to now, what was cool about that, and what we couldn’t do on the time,” he stated, whereas additionally noting that the studio is “stepping up” the NPC density within the upcoming title, particularly when in comparison with Novigrad. He, nonetheless, does say that CD Projekt RED is “not moving into this blindly.”
“We really checked out what we did prior to now, what was cool about that, and what we couldn’t do on the time,” Hermanowicz stated.
An instance of the sort of density that CD Projekt RED seems to be going for could possibly be seen within the tech demo for The Witcher 4 that the studio had launched in collaboration with Epic Video games’ Unreal Engine division. The tech demo gave us a take a look at the town of Valdrest, which featured loads of NPCs simply going about their enterprise as protagonist Ciri walked via.
The tech demo was primarily used to showcase how the studio is making use of latest Unreal Engine 5.6 options just like the improved MetaHuman Creator in addition to the Nanite Foliage system to develop The Witcher 4. As famous within the video, the group was capable of make use of 300 skeletal mesh brokers for the animations showcased.
Senior technical animator Julius Girbig spoke about a few of the new options that the group is ready to make use of in Unreal Engine 5.6. In an interview from earlier this month, Girbig famous that whereas he’s “not really digging into the code that a lot,” the brand new software allowed him to create and refine “a whole bunch of characters.”
“It simply unlocks me as an artist,” stated Girbirg. “Now, with this engine, it instantly unlocks me to create a lot greater issues and assume greater. It’s actually, actually superior to have the ability to use issues just like the nanite foliage to create these huge forests and no matter involves your thoughts, and it is going to be obtainable for everybody.”
The Witcher 4 is at the moment in growth for PC, PS5 and Xbox Collection X/S. It doesn’t but have a launch date.