Thursday, June 5th 2025
The Witcher 4's Director Talks About Unreal Engine 5 Tech Demo Running at 60 FPS on PS5
We at CD Projekt Red are collaborating with Epic Games to push open-world game design further than ever before, and we wanted to share our progress with the gaming community through The Witcher 4 Unreal Engine 5 Tech Demo—a showcase of how we're bringing more life, depth, and reactivity to the Continent than ever before. This isn't gameplay of The Witcher 4, but we still wanted to incorporate CD Projekt Red's signature storytelling into the tech demo, showing our new protagonist Ciri in the midst of a dangerous monster contract. We also reveal the never-before-seen region of Kovir, a rugged land where cities are built on trade and keep a careful distance from the military conflicts that plague the rest of the north.
But the focus of this tech demo is just that—tech—and we were proud to show it live on stage, running at 60 frames per second on a PlayStation 5. The tools highlighted won't just power The Witcher 4, but will also be shared with the wider video game development community through Unreal Engine 5. The tech we're creating with Epic will benefit the entire industry, ultimately bringing a better experience to players.ML Deformer
Early in the tech demo we introduce Ciri's horse Kelpie to the world—and how she's far more complex than our old friend Roach. Alongside tech that makes controlling Kelpie feel much more grounded and lifelike, we've worked hard to develop high-quality, real-time character deformations.
ML Deformer allows elements like Kelpie's muscles to move and flex accurately, thanks to high-fidelity data providing it with the ability to approximate complex deformations efficiently during gameplay. This allows these incredibly realistic movements to take place without the game taking a performance hit.Fast Geometry Streaming
We're paying attention to the large scale too. Fast Geometry Streaming allows everything in the tech demo—from the snowy mountaintops to the deep valleys and vast forests—to seamlessly load without compromising performance. It's present throughout the tech demo, and the fact it can't be noticed proves it's doing its job.
Consider when we catch up with Ciri before she reaches the bustling trading hub of Valdrest, for example. We move quickly through the world, in and around different elements of the environment, but there's no stuttering or object pop-ins. Fast Geometry Streaming is optimized to quickly load static geometry, using a lightweight method to register and unregister assets. The result is what we show throughout the tech demo: smooth and seamless world loading that allows the beauty of Kovir to shine.
Nanite Foliage
Speaking of Kovir, we take a detour through one of its dense forests while Ciri is riding to Valdrest. Nanite Foliage technology we're developing with Epic allows our developers' artistic vision to be fully realized in Unreal Engine 5. This tech renders incredibly detailed and realistic trees and vegetation in terms of both density and fidelity, without compromising performance.Nanite Foliage is a new technology that efficiently renders vast amounts of foliage at runtime, making it possible to effortlessly populate landscapes with complex assets—such as lush trees with individual branches that sway in the wind.
Unreal Animation Framework
We always want to make our open worlds feel alive and lived in, and the Unreal Animation Framework shown off in the tech demo lets us add more life than ever to the villages, towns, and cities of the Continent. This tech powers advanced blending, state machines, and procedural animation workflows, letting us have many complex characters interacting with the world at once.When we place a band on the stage in Valdrest, for example, we utilize Unreal Animation Framework to drastically increase the number of NPCs on screen. And these aren't just simple onlookers standing still or operating on a loop; each one reacts to what's going on around them. We want the gap between Ciri and the NPCs of The Witcher 4 to be as small as possible.
Mass Framework
Another tool that adds to the believability and lived-in feeling of the world, Mass Framework simulates large crowds and AI behaviour like the ones seen in the busy market of Valdrest. The data-driven design of Mass manages thousands of agents with minimal performance cost, making it ideal for creating realistic, dynamic populations in games.
It also allows smart objects and complex interactions to function. As Ciri approaches the market we see her bump into a man carrying a crate of apples, for example. Notice how he doesn't just react to her collision; he loses his footing and drops several apples, which roll down the hill and trigger further, unscripted chain reactions like children running to steal one or pigs looking for an early lunch. Implementing interactions like these is one way we're making The Witcher 4 the most immersive Witcher game to date.
Source:
PlayStation Blog
But the focus of this tech demo is just that—tech—and we were proud to show it live on stage, running at 60 frames per second on a PlayStation 5. The tools highlighted won't just power The Witcher 4, but will also be shared with the wider video game development community through Unreal Engine 5. The tech we're creating with Epic will benefit the entire industry, ultimately bringing a better experience to players.ML Deformer
Early in the tech demo we introduce Ciri's horse Kelpie to the world—and how she's far more complex than our old friend Roach. Alongside tech that makes controlling Kelpie feel much more grounded and lifelike, we've worked hard to develop high-quality, real-time character deformations.
ML Deformer allows elements like Kelpie's muscles to move and flex accurately, thanks to high-fidelity data providing it with the ability to approximate complex deformations efficiently during gameplay. This allows these incredibly realistic movements to take place without the game taking a performance hit.Fast Geometry Streaming
We're paying attention to the large scale too. Fast Geometry Streaming allows everything in the tech demo—from the snowy mountaintops to the deep valleys and vast forests—to seamlessly load without compromising performance. It's present throughout the tech demo, and the fact it can't be noticed proves it's doing its job.
Consider when we catch up with Ciri before she reaches the bustling trading hub of Valdrest, for example. We move quickly through the world, in and around different elements of the environment, but there's no stuttering or object pop-ins. Fast Geometry Streaming is optimized to quickly load static geometry, using a lightweight method to register and unregister assets. The result is what we show throughout the tech demo: smooth and seamless world loading that allows the beauty of Kovir to shine.
Nanite Foliage
Speaking of Kovir, we take a detour through one of its dense forests while Ciri is riding to Valdrest. Nanite Foliage technology we're developing with Epic allows our developers' artistic vision to be fully realized in Unreal Engine 5. This tech renders incredibly detailed and realistic trees and vegetation in terms of both density and fidelity, without compromising performance.Nanite Foliage is a new technology that efficiently renders vast amounts of foliage at runtime, making it possible to effortlessly populate landscapes with complex assets—such as lush trees with individual branches that sway in the wind.
Unreal Animation Framework
We always want to make our open worlds feel alive and lived in, and the Unreal Animation Framework shown off in the tech demo lets us add more life than ever to the villages, towns, and cities of the Continent. This tech powers advanced blending, state machines, and procedural animation workflows, letting us have many complex characters interacting with the world at once.When we place a band on the stage in Valdrest, for example, we utilize Unreal Animation Framework to drastically increase the number of NPCs on screen. And these aren't just simple onlookers standing still or operating on a loop; each one reacts to what's going on around them. We want the gap between Ciri and the NPCs of The Witcher 4 to be as small as possible.
Mass Framework
Another tool that adds to the believability and lived-in feeling of the world, Mass Framework simulates large crowds and AI behaviour like the ones seen in the busy market of Valdrest. The data-driven design of Mass manages thousands of agents with minimal performance cost, making it ideal for creating realistic, dynamic populations in games.
It also allows smart objects and complex interactions to function. As Ciri approaches the market we see her bump into a man carrying a crate of apples, for example. Notice how he doesn't just react to her collision; he loses his footing and drops several apples, which roll down the hill and trigger further, unscripted chain reactions like children running to steal one or pigs looking for an early lunch. Implementing interactions like these is one way we're making The Witcher 4 the most immersive Witcher game to date.
- Sebastian Kalemba, Game Director, The Witcher 4






20 Comments on The Witcher 4's Director Talks About Unreal Engine 5 Tech Demo Running at 60 FPS on PS5
I am disappointed they went with UE 5 rather than internally created engine.
I would hope this is a sign that CDPR will actually make an effort to optimize the game, but given their track record with CP2077...
May be a decent engine. If developers use it properly. Even then.....
Unreal Engine 5 was designed with fortnite in mind and thus lucks many performance optimizations for static content (which a vast majority of games at least have some of) and more advanced, complex scenes.
Who knows in terms of the Witcher 4 development though, they are likely running a heavily customized version with their own custom build tool chains. I would not expect any performance figures of TW4 to apply to other UE5 games.
A lot of the developers that made the prior Witcher game are long gone anyways and CDPR never punished the C suit decisions that lead to the disastrous launch of CP2077 so my expectations for this game are low. Honestly I couldn't care less about all the eye candy. Simulating muscle systems is for sure a waste a time without any implications on the game, assuming they are evening doing so realistically.
- Traversal Stutters (that are in every UE5 games, even if Hellblade II is probably the one that has the least, it's still annoying sometimes. Other games are a stutter fest...)
- Blurry Engine & TSR by default (even if looks slightly better than TAA, it is very far from DLSS, and a lot further from techniques like MSAA that looked crystal clear and MSAA 2x/4x were not too demanding, 8x was for sure)
- Poor Performance (UE5 is very demanding and more often than not, too demanding for not enough visual difference in terms of Lighting & Ray Tracing)Well even in UE5 Demos, we can notice stuttering, so I don't think it's 100% the Game Devs fault lol.
The only game running well (even if still not perfect) is Hellblade II, all the other games stutter quite a lot. I have a 9800X3D, 64GB DDR5, RTX 4090 and PCIe 5.0 SSD and even with that all UE5 games stutter :/
Sensing a theme? These are all things the devs need to do once they have the engine code. The UE is NOT intended to be plug & play. Devs are expected to do a proper job shaping the code to fit the needs of what they want to do AND optimize for efficient code execution. This includes removing sections of code that are not needed and ordering the needed code for optimal execution order.
Any UE based game that has problems is a game where the devs did something wrong or failed to do something properly. It is not the failure of the engine code itself.Yes, a demo. Not a finished product.
But Cyberpunk is very close to the release game
They have REDengine IMO they should continue using it, the game engine is pretty flexible too, even though with ray tracing and everything turns up it can be demanding but disable them means its playable on low end GPU, I can play CP2077 at high detail 1080p with 40-50fps without DLSS on RTX 3050 mobile. I really hope they can optimize this game well on PC hardware.
I'm not seeing that in REDengine. In the end they're all going to be rendering pixels and the development in UE capabilities is done for CDPR. They just have to get a license. That's dev time, and time is money. Developers can also outsource all of their problems with the engine. Its not their problem anymore. Possibly even some kind of SLA (service level agreement) involved.
Its a win-win situation where UE keeps improving in quality at a minimum cost due to sheer scale/usage.
As for this fantasy story about devs not doing it right... @lexluthermiester ... when all devs are not doing it right, and newer versions of the engine seem to fix a lot of said issues, I don't know how you arrive at your conclusions, honestly. We can also just admit that UE is an agile project with iterative releases and SaaS customers demand improvements that take time to deliver. Which is, obviously, what's really happening here. No dev wants to release a stuttery POS, and neither do they prefer inflating the system requirements for X visuals/Y FPS because it simply costs them sales. The simple fact here is that the world ain't perfect and money must be made, even if things don't work out as planned.
Traversal stutters are still fairly common and arguably worse, but those are also being worked on. Perhaps UE will shake off the Stutter Engine nickname yet.
Since ps has "quality" and "performance" sets, people is prepared to loose some "quality" for "performance", thus, no optimization needed, just move some sliders until you "mostly" hit about 120fps.
Also, that tech demo, If you watch it closely, the lack of details its outstanding. It just MORE: more polygons, more shades, more lights, more people, more stuff on the floor.
Just to be specific and just for example.
5:19 on: footprints? no. Look how ciril is rendered in a different buffer. Also notice, how ciril slides while walking and mounting the horse to match the animation. Etc. etc.
Ok, looks great, but nothing new. The fundamentals haven't been solved: arm and shoulders, body interaction with soft objects and people. Terrain/assets interaction, etc. etc.
One more thing, I've got a 4k display and the footage looks 1080ish to me, If you look at the text on the bottom or the icons on the right they look rather defined, but the gameplay its extremelly blur to be UHD or even QHD. In my 2nd monitor (1080), image seems to match the pixels. You can clearly see the diference also when devs are talking on stage.
Feels like they are fing around with the lore as well in W4 ( although to be seen ).