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The Witcher 4 — Unreal Engine 5 Tech Demo
GRYOnline.pl
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6/4/2025
Category
🎮️
Gaming
Transcript
Display full video transcript
00:00
For more information, visit www.fema.gov
00:10
Sleep, Izzy, the plowing plonker.
00:38
Break me pearlies on this blasted pit-ridden tract.
00:53
Where's Veard out of the Irood?
00:56
Aye, the devil's out of here!
00:59
This rotten trap!
01:03
Smack her!
01:10
The brother killed us.
01:13
The devil's out of here!
01:19
The devil's out of here, and the devil's out of here!
01:23
The devil's out of here!
01:35
Oh, my God.
02:05
Salt.
02:19
Almost had me fooled, Fruin.
02:35
Thank you, thank you everyone, 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 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 Kai Tech from CD Projekt Red.
03:20
We have a lot to talk about.
03:22
Hey, guys.
03:23
Hey.
03:24
Thank you, Wyatt.
03:29
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, one that truly understands that great open
03:38
world games are all about art and technology coming together.
03:42
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 Red announced a collaboration
03:51
to make open world development 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 to achieve just that.
04:02
I think we should take a look at it.
04:04
You guys ready?
04:05
Born ready.
04:06
Kai Tech is going to play the build for us.
04:08
Sure.
04:09
Let's do it.
04:10
This is a technological showcase set in the world of The Witcher 4.
04:21
What you just saw and are going to see now is running on a standard PlayStation 5 at 60
04:28
FPS with ray tracing.
04:30
So in the game, you'll be playing as Ciri, a professional monster 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 and you'll get to explore it in the game.
04:46
Right now, Ciri is investigating the monster and after gathering new clues, she is heading
04:50
back to a nearby village.
04:58
Alright everyone, meet Kelpie!
05:02
Let weeds be weeds, Kelpie!
05:06
So just like Geralthead Roach, Ciri has her own loyal companion.
05:13
We return to town.
05:15
These two characters need to feel like one.
05:17
Since you're going to explore the world on horseback, riding these two feel seamless.
05:20
Natural.
05:21
And just fun.
05:22
Yeah.
05:23
And to support that, we're introducing multi-character motion matching in Unreal.
05:28
So Ciri and Kelpie, they're perfectly synchronized when mounting from any angle and speed.
05:34
And we also support root motion movement on Kelpie.
05:38
So controlling her feels realistic and grounded.
05:43
And there are also some really nice improvements to our Unreal Chaos Flesh Solver and these machine
05:47
learn deformations.
05:48
So you've got realistic muscles moving and stretching under Kelpie's skin without compromising
05:53
the performance there.
05:54
So let's leave Ciri behind for a second and talk about the world itself.
06:08
So much of the Witcher world is natural, organic.
06:11
Especially Kovir with its dense forest and wild nature.
06:15
Yeah, and wild nature is hard.
06:18
And with Nanite Geometry, 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 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
And in order to achieve gorgeous foliage density everywhere, while still being memory efficient,
06:43
fast to render, we believe that a new idea was needed.
06:46
So instead of the same card approach we've been using for the past 20 years, artists should
06:51
be free to take a Nanite approach to foliage, modeling every single leaf and pine needle.
06:58
And the old LOD tricks of the past, they needed a complete rethink.
07:02
And in their place, it's a new adaptive voxel representation 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 turn into these cubes, which at a distance, they're
07:16
no larger than a pixel.
07:17
And they react to the changing light of our dynamic sun and our shadows, and they allow
07:21
artists to render whatever amount of foliage is needed to achieve their vision without compromise.
07:28
And no compromise means how ambitious we are when it comes to bringing our vision to life
07:34
with incredible visuals.
07:36
But more than that, together with Epic, we created fast a whale throughout the world.
07:40
We can now bring in more content more quickly for the smoothest possible experience as we
07:46
fly down to catch up with Ciri.
08:02
Welcome to Valgrist.
08:04
So Valgrist is a port town, a hub for fishing, freight and mining.
08:08
It's one of those places where you can meet shady characters or overhear gossip from other
08:13
lands.
08:14
It's also where Ciri took on her current contract.
08:18
Hi 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.
08:58
Guys, notice how responsive the world is.
09:04
Character actions directly affect what happens around you, sometimes even setting off chain
09:08
reactions.
09:09
Everything is working together.
09:19
Or look at this poor gentleman being taught how to fly by an angry innkeeper.
09:24
That's what happens when you cheat at Gwen.
09:31
Okay, so this is the guy who gave the street quest his own.
09:45
Like you probably suspect he has his own agenda in all of this.
09:52
Get your ass up.
09:59
A typical day's toil.
10:00
Who in?
10:01
Ah, witcheress.
10:04
What news of my wagons?
10:06
No eternity is taking that damn salt to arrive.
10:09
I found them.
10:10
And, well, suffice to say, they'll not reach you.
10:16
As for the salt, I found not one speck.
10:21
I presume this comes as no surprise to you.
10:26
No, no.
10:28
Kabir's smuggling trade is of no concern to me.
10:31
Shush, shush, shush.
10:32
The manticore that flattened your cart and devoured your men?
10:38
Quite the opposite.
10:40
Manticore?
10:41
No.
10:42
No.
10:43
No.
10:44
Them winged hellspawn dwell in the arse end of Creighton.
10:47
Not here.
10:48
While Ciri decides what to do about that merchant, let's take a look at the character technology
10:52
that powers this marketplace.
10:54
Why don't we listen in on these fishmongers?
10:56
They're selling their wares, chatting up customers.
10:59
And there is tons of peck 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
11:28
is as small as possible.
11:31
Yeah, and closing that gap, it's not just about fidelity, right?
11:34
But also authenticity.
11:36
They should react to changes in the world around them.
11:39
But the prisoner in Pillar isn't exciting enough for Wildress.
11:45
Let's grab everyone's attention with the circus.
11:48
But the great performance deserves a huge crowd, though.
11:59
Let's crank it up.
12:01
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, it's 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 come
12:42
to life without Unreal standing in your way.
12:45
You are right.
12:46
That's the open-world RPG that we are making.
12:49
But before we wrap up, how about one final check-in with Ciri?
13:00
We are making this game to be the most immersive and ambitious open-world Witcher game ever.
13:05
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.
13:25
But before we go, here's a small gift for all Witcher fans.
13:32
A first look at Lan Exeter.
13:42
It's all amazing!
13:46
Onward Kathryn.
13:48
We're working.
13:52
We're working!
13:53
I am truly a player first.
13:55
I am not being a player.
14:00
Just two Wonderful Yeah of the video…
14:03
A first peek-in door, but one Seaw Dew account…
14:05
I am a field lover, I remember you and whoever, to visit.
14:08
Did it eventually Sjoinора, it's so precise.
14:09
It's toxic.
Recommended
9:03
|
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