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Transcript
00:00Oh
00:30Sleep, Izzy, the plowing plunker.
00:39Break me pearlies on this blasted pit-ridden tract.
00:53Where's Veergaard to Iroh?
00:56Aye, the devil's out of here!
00:58Don't!
00:59This rotten tract!
01:04Snack her!
01:11The brother killed us.
01:28No!
01:29No!
01:30No!
01:31No!
01:32No!
01:33No!
01:34No!
01:35No!
01:36No!
01:37No!
01:38No!
01:39No!
01:40No!
01:41No!
01:42No!
01:43No!
01:57No!
01:58Salt.
02:14Almost had me fooled, Fruin.
03:00Thank you, everyone.
03:01And welcome to the state of Unreal at Unreal Fest Orlando.
03:05We're here to show you what's next with Unreal Engine
03:08and so much more.
03:10We are thrilled that you're able to join us.
03:14But first things first, I'm here with Sebastian and Kaitek
03:18from CD Projekt Red.
03:20We have a lot to talk about.
03:22Hey, guys.
03:24SEBASTIAN KAYTECKI- Thank you, Wyatt.
03:28SEBASTIAN KAYTECKI- Thank you, Wyatt, and hello, everyone.
03:31With The Witcher 4, we're stepping things up.
03:33And to do that, we needed the right partner,
03:36one that truly understands that great open world games
03:39are all about art and technology coming together.
03:42SEBASTIAN KAYTECKI- Yeah.
03:43And look, our goals are completely aligned here.
03:46And around the launch of UE5, your awesome team at CD Projekt
03:49Red announced a collaboration to make open world development
03:53in Unreal even better.
03:55And it's an opportunity we just couldn't pass it up.
03:58So we've been working on a technical demo together
04:01to achieve just that.
04:02I think we should take a look at it.
04:04You guys ready?
04:05SEBASTIAN KAYTECKI- Born ready.
04:06Kaitek is going to play the build for us.
04:08SEBASTIAN KAYTECKI- Sure.
04:09Let's do it.
04:16SEBASTIAN KAYTECKI- This is a technological showcase set
04:18in the world of The Witcher 4.
04:21What you just saw and are going to see now is running
04:25on a standard PlayStation 5 at 60 FPS with ray tracing.
04:30So in the game, you'll be playing as Ciri, a professional monster
04:34slayer, a Witcher.
04:36She explores the world and hunts down monster for coin.
04:40The region we are in is called Kovir.
04:43And you'll get to explore it in the game.
04:46Right now, Ciri is investigating the monster.
04:48And after gathering new clues, she is heading back
04:51to a nearby village.
04:58All right, everyone.
04:59Meet Kelpie.
05:02Let weeds be weeds, Kelpie.
05:05SEBASTIAN KAYTECKI- So just like Geralthead Roach,
05:07Ciri has her own loyal companion.
05:12We return to town.
05:15SEBASTIAN KAYTECKI- These two characters
05:15needs to feel like one.
05:17Since you're going to explore the world on horseback,
05:19riding these two feel seamless, natural, and just fun.
05:23SEBASTIAN KAYTECKI- Yeah, and to support that,
05:24we're introducing multi-character motion
05:26matching in Unreal.
05:28So Ciri and Kelpie, they're perfectly synchronized
05:31when mounting from any angle and speed.
05:34SEBASTIAN KAYTECKI- And we also support root motion
05:36movement on Kelpie.
05:38So controlling her feels realistic and grounded.
05:42And there are also some really nice improvements
05:44to our Unreal Chaos Flesh Solver and these machine
05:48learned deformations.
05:49So you've got realistic muscles moving and stretching
05:51under Kelpie's skin without compromising
05:53the performance there.
05:54SEBASTIAN KAYTECKI- So let's leave Ciri behind
06:04for a second and talk about the world itself.
06:07So much of the Witcher world is natural, organic,
06:11especially Kovir with its dense forest and wild nature.
06:15SEBASTIAN KAYTECKI- Yeah, and wild nature is hard.
06:18SEBASTIAN KAYTECKI- And with Nanite Geometry,
06:19we've freed artists from so many of their old constraints.
06:22But we don't want to rest until everything we do in Unreal
06:25has that same spirit of freedom.
06:27There's always more work to do.
06:28And foliage is a huge piece of that puzzle.
06:31So we are excited to introduce Nanite Foliage.
06:37SEBASTIAN KAYTECKI- And in order
06:38to achieve gorgeous foliage density everywhere,
06:41while still being memory efficient, fast to render,
06:44we believe that a new idea was needed.
06:46So instead of the same card approach
06:49we've been using for the past 20 years,
06:51artists should be free to take a Nanite approach
06:53to foliage, modeling every single leaf and pine needle.
06:58And the old LOD tricks of the past,
07:00they needed a complete rethink.
07:02And in their place, it's a new adaptive voxel representation
07:06in Nanite.
07:07It's volumetric, it's fully 3D, it is super fast to render.
07:12And these dense clusters of triangles
07:13turn into these cubes, which at a distance,
07:16they're no larger than a pixel.
07:17And they react to the changing light of our dynamic sun
07:20and our shadows, and they allow artists
07:22to render whatever amount of foliage
07:24is needed to achieve their vision without compromise.
07:28SEBASTIAN KAYTECKI- And no compromise
07:29means how ambitious we are when it comes to bringing our vision
07:33to life with incredible visuals.
07:36But more than that, together with Epic,
07:38we created faster way throughout the world.
07:40We can now bring in more content more quickly for the smoothest
07:44possible experience as we fly down to catch up with Siri.
07:48SEBASTIAN KAYTECKI- Welcome to Valgrist.
08:03So Valgrist is a port town, a hub for fishing, freight, and mining.
08:08SEBASTIAN KAYTECKI- It's one of those places
08:10where you can meet shady characters
08:12or overhear gossip from other lands.
08:14It's also where Tui took on her current contract.
08:20High tech, let's leave Kelpie here and explore the marketplace and food.
08:26I'm so excited we can finally show you some of this stuff.
08:30Let's see what Valgrist has to offer.
08:31Ah, my father, not her again.
08:36SEBASTIAN KAYTECKI-
08:40SEBASTIAN KAYTECKI-
08:41SEBASTIAN KAYTECKI-
08:46SEBASTIAN KAYTECKI-
08:53Guys, notice how responsive the world is.
09:03Character actions directly affect what happens around you.
09:07Sometimes even setting off chain reactions.
09:10Everything is working together.
09:19Oh look at this poor gentleman being taught how to fly by an angry innkeeper.
09:25That's what happens when you cheat at Gwen.
09:30Okay, so this is the guy who gave the series quest his own.
09:45You probably suspect he has his own agenda in all of this.
09:51Get your ass up.
09:59A typical day's toil.
10:01Who in?
10:02Ah, witcheress.
10:04What news of my wagons?
10:06No eternity is taking that damn salt to arrive.
10:10I found them, and, well, suffice to say, they'll not reach you.
10:17As for the salt, I found not one speck.
10:22I presume this country is no surprise to you.
10:26No, no.
10:28Kabir's smuggling trade is of no concern to me.
10:31While Ciri decides what to do about that merchant, let's take a look at the character technology
10:52that powers this marketplace.
10:53Why don't we listen in on these fishmongers?
10:56They're selling their wares, chatting up customers.
11:13And there is tons of tech to play here.
11:16Even in this simple market stall.
11:18MetaHuman tools, improved Unreal smart objects, chaos cloth, and more.
11:23Yeah, and all of this exists to make sure that the gap in quality between Ciri and NPCs
11:29is as small as possible.
11:31Yeah, and closing that gap, it's not just about fidelity, right, but also authenticity.
11:36They should react to changes in the world around them.
11:40But the prisoner in Pillar isn't exciting enough for Wildress.
11:45Let's grab everyone's attention with the circus.
11:56But the great performance deserves a huge crowd though.
11:59Let's crank it up.
12:09So you are seeing tons of optimizations here to many of Unreal systems, including an entirely
12:16new Unreal animation framework, allowing us to fit easily in our 60 FPS budget, not just
12:22in rendering, but also with room to spare on the game thread.
12:27Over 300 animated skeletal mesh agents all going about their business.
12:32And the whole point is to leave breathing room for developers like you to introduce the
12:37gameplay and the systems that your players expect, empowering you to make your worlds
12:42come to life without Unreal standing in your way.
12:45You are right.
12:47That's the open-world RPG that we are making.
12:50But before we wrap up, how about one final check-in with Ciri?
12:59We are making this game to be the most immersive and ambitious open-world Witcher game ever.
13:06And we are making this a reality thanks to our work on Unreal with the team at Epic.
13:12I think what we are doing together is going to bring in a new generation of open-world RPGs.
13:17And I'm so proud of what we accomplished so far.
13:21We are too.
13:24So we're almost done, but before we go, here's a small gift for all Witcher fans.
13:32A first look at Lonexa.
13:39Onward, Kelby.
13:44Onward, Kelby.
13:48We've worked.
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