Witcher 4 Unreal Engine 5 Technology Demo in PS5 Revealed – Playstation.blog


We on the Projekt Red CD collaborated with epic games to encourage open world game designs further than before, and we want to share our progress with the game community through the Witcher 4 Unreal Engine Demo Technology 5-Working How we bring more life, depth, and reactivity to the continent than before.

This is not the gameplay The Witcher 4, but we still want to put the Projekt Red CD signature into a technology demonstration, showing our new protagonist in the middle of the dangerous monster contract. We also revealed that the Covir region had never been seen before, a rough land where cities were built on trade and kept caution from military conflicts that interfere with the whole north.

But the focus of this technology demonstration is only – technology – and we are proud to show it directly on the stage, running on 60 frames per second on Playstation 5. The highlights not only gives power to Witcher 4, but will also be shared with the broader video game development community through the players who are not real 5.


Ml deformer

At the beginning of the technology demonstration we introduced the Kelpie Kuda to the world – and how he was far more complex than our old friend Roach. Along with the technology that makes Kelpie control it feels much more down to earth and like life, we have worked hard to develop high-quality real-time character deformation.

ML deformer allows elements such as the kelpie muscle to move and flex accurately, thanks to high loyalty data that provides it with the ability to estimate complex deformation efficiently during gameplay. This allows this very realistic movement to occur without a game to take a performance hit.

Streaming geometry is fast

We also pay attention to large scale. Fast streaming of geometry allows everything in technology demonstrations – from the peak of snowy mountains to the valley – deep frogs and extensive forests – to load smoothly without reducing performance. This is present in all technology demonstrations, and that facts cannot be considered prove that he does his job.

Consider when we follow the characteristics before he reaches the Valdrest trading center that is crowded, for example. We move quickly throughout the world, inside and around different environmental elements, but there is no stuttering or pop-in object. Streaming geometry is quickly optimized to quickly load static geometry, using a light method to register and cancel the asset register. The result is what we show in all technology demonstrations: the loading of a smooth and smooth world that allows the beauty of the covir to shine.

Nanite leaves

Speaking of Covir, we took a circle through one of the dense forests when the characteristics went up to Valdrest. The nanite leaves technology that we developed with epic, and how it allows our developer’s artistic vision to be fully realized in Unreal Engine 5. This technology makes trees and vegetation very detailed and realistic both in terms of density and loyalty, without compromising with performance.

Nanite leaves are new technologies that efficiently make large amounts of leaves during Runtime, making it possible to easily fill the landscape with complex assets – such as fertile trees with individual branches that sway in the wind.

An unreal animation framework

We always want to make our open world alive and alive, and the unreal animation framework exhibited in technology demonstrations allows us to add more lives than before to villages, cities, and cities in the continent. This technology is the strength of further mixing, state machinery, and procedural animation workflow, let us have many complex characters that interact with the world at the same time.

When we put the band on the stage in Valdrest, for example, we use an animated framework that is not real to drastically increase the number of NPCs on the screen. And this is not only a simple audience who stands still or operates in one circle; Each reacts to what happened around them. We want the gap between the characteristics and NPCs of Witcher 4 to be as small as possible.

Mass framework

Other tools that add to the trust and feelings of world life, the mass framework simulates the large crowd and AI behavior as seen in the busy market Valdrest. Mass design driven by data managing thousands of agents with minimal performance costs, making it ideal to create a realistic and dynamic population in the game.

This also allows smart objects and complex interactions to function. When the characteristics approach the market, we see it crashing into a man carrying an apple coffin, for example. Pay attention to how he does not only react to his collision; He lost his footing and dropped a few apples, which rolled up the hill and triggered a chain reaction that did not have a script like a child running to steal one or a pig that was looking for lunch early. Applying interactions like this is one of the ways we make The Witcher 4 Game Witcher most in -depth until now.



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