CD Projekt Red has shared an early look into the direction of The Witcher 4. A recent developer session revealed a new tech demo built with Unreal Engine 5. While it isn’t gameplay from the final release, it reflects the team’s ambition, technical goals, and artistic direction.
Tech Demo Targeted 60 FPS on PS5
The developers set a clear goal: run the demo on a standard PlayStation 5 with ray tracing at 60 frames per second. This performance benchmark guided the project from the start. Achieving it required extensive optimization and support from the latest Unreal Engine features, including Nanite foliage and GPU-based animation systems.
They didn’t rely on upscaling to reach their targets. Instead, they focused on designing the experience for smooth gameplay from the start. This approach helps avoid compromises often found in high-fidelity titles running on older hardware.
Seamless Open World Transitions
CDPR highlighted how they want exploration and story moments to blend naturally. As players approach quest locations, scenes begin without prompts or menus. This flow mimics how quests begin in titles like Red Dead Redemption 2. The goal is to remove separation between gameplay and story.
In the demo, players could bump into an NPC carrying apples. The crate breaks, animals run toward the fruit, and children gather what they can. The scene felt alive. Developers noted that while these moments might not appear exactly the same in the final build, they set the bar for how reactive the world should feel.
NPC Design, AI, and Market Life
The team showcased a busy market where NPCs talk, sell goods, and respond to nearby events. Tools like Unreal’s Metahuman and Smart Objects helped reduce the gap between side characters and main ones like Ciri. Reactions, gestures, and interactions all contribute to a more believable environment.
They animated over 300 NPCs in the same scene without sacrificing performance. This crowd moved independently and looked natural, all while maintaining 60 FPS. CDPR stressed the importance of making every character feel like part of the same world, not just background filler.
Forest Rendering and Movement Upgrades
Forests play a key role in The Witcher setting. CDPR and Epic introduced a modular system using just 28 base tree parts. These pieces created entire forests without heavy performance costs. Trees also responded to wind using real-time skeletal animation.
The demo also showed improved horse movement. Unlike Roach’s old glitches, the new horse travels smoothly across terrain. It integrates with character physics, looks natural, and feels like a true companion. This system should help players stay focused on the world around them.
Story and Interaction Goals
CDPR aims to match their narrative tone with improved technology. They described how they want players to feel connected to both the world and characters. Emotions, consequences, and dialogue choices should blend into exploration. These systems are designed to support that type of engagement without drawing attention to technical limits.
One standout example was a scene where a tavern brawl starts after someone cheats at Gwent. Another involved a character walking into a cutscene seamlessly, without pressing any buttons. These design choices help the game feel like one continuous experience.
First Glimpse of Lanexa
Though this was a tech demo, not a playable slice of the game, the presentation ended with a first look at Lanexa. This new location could play a central role in the story. Developers said the scene captures the adventurous tone they want to balance with monster contracts and grounded quests.
They are working closely with Epic to bring their version of an open world to life. With each system tied to story and performance, CDPR hopes to deliver something that sets a new standard. If even half of what was shown makes it into the final release, fans have something memorable to look forward to.