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The_Witcher_4_Unreal_Engine_5_Tech_Demo
Generation Games
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16 hours ago
Category
🎮️
Gaming
Transcript
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00:00
Oh
00:30
Sleep, Izzy, the plowing plunker.
00:39
Break me pearlies on this blasted pit-ridden tract.
00:53
Where's Veergaard to Iroh?
00:56
Aye, the devil's out of here!
00:58
Don't!
00:59
This rotten tract!
01:04
Snack her!
01:11
The brother killed us.
01:28
No!
01:29
No!
01:30
No!
01:31
No!
01:32
No!
01:33
No!
01:34
No!
01:35
No!
01:36
No!
01:37
No!
01:38
No!
01:39
No!
01:40
No!
01:41
No!
01:42
No!
01:43
No!
01:57
No!
01:58
Salt.
02:14
Almost had me fooled, Fruin.
03:00
Thank you, everyone.
03:01
And welcome to the state of Unreal at Unreal Fest Orlando.
03:05
We're here to show you what's next with Unreal Engine
03:08
and so much more.
03:10
We are thrilled that you're able to join us.
03:14
But first things first, I'm here with Sebastian and Kaitek
03:18
from CD Projekt Red.
03:20
We have a lot to talk about.
03:22
Hey, guys.
03:24
SEBASTIAN KAYTECKI- Thank you, Wyatt.
03:28
SEBASTIAN KAYTECKI- Thank you, Wyatt, and hello, everyone.
03:31
With The Witcher 4, we're stepping things up.
03:33
And to do that, we needed the right partner,
03:36
one that truly understands that great open world games
03:39
are all about art and technology coming together.
03:42
SEBASTIAN KAYTECKI- Yeah.
03:43
And look, our goals are completely aligned here.
03:46
And around the launch of UE5, your awesome team at CD Projekt
03:49
Red announced a collaboration to make open world development
03:53
in Unreal even better.
03:55
And it's an opportunity we just couldn't pass it up.
03:58
So we've been working on a technical demo together
04:01
to achieve just that.
04:02
I think we should take a look at it.
04:04
You guys ready?
04:05
SEBASTIAN KAYTECKI- Born ready.
04:06
Kaitek is going to play the build for us.
04:08
SEBASTIAN KAYTECKI- Sure.
04:09
Let's do it.
04:16
SEBASTIAN KAYTECKI- This is a technological showcase set
04:18
in the world of The Witcher 4.
04:21
What you just saw and are going to see now is running
04:25
on a standard PlayStation 5 at 60 FPS with ray tracing.
04:30
So in the game, you'll be playing as Ciri, a professional monster
04:34
slayer, a Witcher.
04:36
She explores the world and hunts down monster for coin.
04:40
The region we are in is called Kovir.
04:43
And you'll get to explore it in the game.
04:46
Right now, Ciri is investigating the monster.
04:48
And after gathering new clues, she is heading back
04:51
to a nearby village.
04:58
All right, everyone.
04:59
Meet Kelpie.
05:02
Let weeds be weeds, Kelpie.
05:05
SEBASTIAN KAYTECKI- So just like Geralthead Roach,
05:07
Ciri has her own loyal companion.
05:12
We return to town.
05:15
SEBASTIAN KAYTECKI- These two characters
05:15
needs to feel like one.
05:17
Since you're going to explore the world on horseback,
05:19
riding these two feel seamless, natural, and just fun.
05:23
SEBASTIAN KAYTECKI- Yeah, and to support that,
05:24
we're introducing multi-character motion
05:26
matching in Unreal.
05:28
So Ciri and Kelpie, they're perfectly synchronized
05:31
when mounting from any angle and speed.
05:34
SEBASTIAN KAYTECKI- And we also support root motion
05:36
movement on Kelpie.
05:38
So controlling her feels realistic and grounded.
05:42
And there are also some really nice improvements
05:44
to our Unreal Chaos Flesh Solver and these machine
05:48
learned deformations.
05:49
So you've got realistic muscles moving and stretching
05:51
under Kelpie's skin without compromising
05:53
the performance there.
05:54
SEBASTIAN KAYTECKI- So let's leave Ciri behind
06:04
for a second and talk about the world itself.
06:07
So much of the Witcher world is natural, organic,
06:11
especially Kovir with its dense forest and wild nature.
06:15
SEBASTIAN KAYTECKI- Yeah, and wild nature is hard.
06:18
SEBASTIAN KAYTECKI- And with Nanite Geometry,
06:19
we've freed artists from so many of their old constraints.
06:22
But we don't want to rest until everything we do in Unreal
06:25
has that same spirit of freedom.
06:27
There's always more work to do.
06:28
And foliage is a huge piece of that puzzle.
06:31
So we are excited to introduce Nanite Foliage.
06:37
SEBASTIAN KAYTECKI- And in order
06:38
to achieve gorgeous foliage density everywhere,
06:41
while still being memory efficient, fast to render,
06:44
we believe that a new idea was needed.
06:46
So instead of the same card approach
06:49
we've been using for the past 20 years,
06:51
artists should be free to take a Nanite approach
06:53
to foliage, modeling every single leaf and pine needle.
06:58
And the old LOD tricks of the past,
07:00
they needed a complete rethink.
07:02
And in their place, it's a new adaptive voxel representation
07:06
in Nanite.
07:07
It's volumetric, it's fully 3D, it is super fast to render.
07:12
And these dense clusters of triangles
07:13
turn into these cubes, which at a distance,
07:16
they're no larger than a pixel.
07:17
And they react to the changing light of our dynamic sun
07:20
and our shadows, and they allow artists
07:22
to render whatever amount of foliage
07:24
is needed to achieve their vision without compromise.
07:28
SEBASTIAN KAYTECKI- And no compromise
07:29
means how ambitious we are when it comes to bringing our vision
07:33
to life with incredible visuals.
07:36
But more than that, together with Epic,
07:38
we created faster way throughout the world.
07:40
We can now bring in more content more quickly for the smoothest
07:44
possible experience as we fly down to catch up with Siri.
07:48
SEBASTIAN KAYTECKI- Welcome to Valgrist.
08:03
So Valgrist is a port town, a hub for fishing, freight, and mining.
08:08
SEBASTIAN KAYTECKI- It's one of those places
08:10
where you can meet shady characters
08:12
or overhear gossip from other lands.
08:14
It's also where Tui took on her current contract.
08:20
High tech, let's leave Kelpie here and explore the marketplace and food.
08:26
I'm so excited we can finally show you some of this stuff.
08:30
Let's see what Valgrist has to offer.
08:31
Ah, my father, not her again.
08:36
SEBASTIAN KAYTECKI-
08:40
SEBASTIAN KAYTECKI-
08:41
SEBASTIAN KAYTECKI-
08:46
SEBASTIAN KAYTECKI-
08:53
Guys, notice how responsive the world is.
09:03
Character actions directly affect what happens around you.
09:07
Sometimes even setting off chain reactions.
09:10
Everything is working together.
09:19
Oh look at this poor gentleman being taught how to fly by an angry innkeeper.
09:25
That's what happens when you cheat at Gwen.
09:30
Okay, so this is the guy who gave the series quest his own.
09:45
You probably suspect he has his own agenda in all of this.
09:51
Get your ass up.
09:59
A typical day's toil.
10:01
Who in?
10:02
Ah, witcheress.
10:04
What news of my wagons?
10:06
No eternity is taking that damn salt to arrive.
10:10
I found them, and, well, suffice to say, they'll not reach you.
10:17
As for the salt, I found not one speck.
10:22
I presume this country is no surprise to you.
10:26
No, no.
10:28
Kabir's smuggling trade is of no concern to me.
10:31
While Ciri decides what to do about that merchant, let's take a look at the character technology
10:52
that powers this marketplace.
10:53
Why don't we listen in on these fishmongers?
10:56
They're selling their wares, chatting up customers.
11:13
And there is tons of tech to play here.
11:16
Even in this simple market stall.
11:18
MetaHuman tools, improved Unreal smart objects, chaos cloth, and more.
11:23
Yeah, and all of this exists to make sure that the gap in quality between Ciri and NPCs
11:29
is as small as possible.
11:31
Yeah, and closing that gap, it's not just about fidelity, right, but also authenticity.
11:36
They should react to changes in the world around them.
11:40
But the prisoner in Pillar isn't exciting enough for Wildress.
11:45
Let's grab everyone's attention with the circus.
11:56
But the great performance deserves a huge crowd though.
11:59
Let's crank it up.
12:09
So you are seeing tons of optimizations here to many of Unreal systems, including an entirely
12:16
new Unreal animation framework, allowing us to fit easily in our 60 FPS budget, not just
12:22
in rendering, but also with room to spare on the game thread.
12:27
Over 300 animated skeletal mesh agents all going about their business.
12:32
And the whole point is to leave breathing room for developers like you to introduce the
12:37
gameplay and the systems that your players expect, empowering you to make your worlds
12:42
come to life without Unreal standing in your way.
12:45
You are right.
12:47
That's the open-world RPG that we are making.
12:50
But before we wrap up, how about one final check-in with Ciri?
12:59
We are making this game to be the most immersive and ambitious open-world Witcher game ever.
13:06
And we are making this a reality thanks to our work on Unreal with the team at Epic.
13:12
I think what we are doing together is going to bring in a new generation of open-world RPGs.
13:17
And I'm so proud of what we accomplished so far.
13:21
We are too.
13:24
So we're almost done, but before we go, here's a small gift for all Witcher fans.
13:32
A first look at Lonexa.
13:39
Onward, Kelby.
13:44
Onward, Kelby.
13:48
We've worked.
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