2025-06-26 03:29:22|Myriagame |source:minecraft skins
The "Witcher 4" technology DEMO displayed by CDPR a few days ago amazed everyone. Players praised CDPR for once again setting a new benchmark for open-world RPG games.Recently, CDPR developers revealed the reasons behind the team's major decision to turn to Unreal 5 Engine in an interview.According to CDPR, their own RED engines hinder their production progress and limit their future development direction.
In an interview with Digital Foundry, CDPR technology vice president Charles Tremblay said they wanted to become a multi-project studio, but their own engine REDengine was not built for it.
Like other proprietary engines (such as DICE's Frost Engine), the RED engine is also highly specialized and will not be adapted when expanding to make other game types.
The same was true for DICE's Frost Engine, which was specially created for the development of the first-person shooter game series "Battlefield". When EA forced it to apply to other game types, it encountered many problems. For example, BioWare encountered a situation of disagreement in the early stage of developing "Anthem".
Using Unreal 5 engine makes development much easier, simplifies the development process, and provides many advantages such as better resource streaming.CDPR has also been adjusted and has worked with Epic Games to further improve the engine.
In view of this, players have reason to expect "The Witcher 4" to be the best game based on Unreal 5 engine.
In addition, CDPR also revealed the core goals of "The Witcher 4", which includes a 60-frame gaming experience.At present, achieving this is their top priority.They said they would do their best to achieve this and would not want to go back to the 30-frame experience.
In addition, "The Witcher 4" will also be a game that prioritizes console attention. Previously, the disastrous nature of "Cyberpunk 2077" on the console platform is still vivid in my mind, and the first release caused Sony to be removed from the shelves for half a year.CDPR prefers to scale from host to PC rather than shrink from PC to host.
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