Although The Witcher 4’s tech demo on the current State of Unreal didn’t replicate the precise state of gameplay, it nonetheless drew consideration for all the appropriate causes. Operating at 60 frames per second with ray tracing on a base PS5 is formidable, however it additionally represents a shift for the studio all the time demoing its titles on PC.
Talking to Digital Foundry, Charles Tremblay, CD Projekt RED’s VP of expertise, defined that the studio encountered numerous issues up to now when growing for PC after which cutting down. This was most evident with Cyberpunk 2077 on PS4 and Xbox One. “This time round, we actually wish to be extra of a console-first growth. Then, we labored with Unreal and noticed the problem. To appreciate the ambition to make what we wish – 60 FPS on PS5 – there could be work.
“And because of this we began to speak to determine what must be performed with the expertise. We additionally determined we have to have all these issues that must be developed. The place we go from there, it’s laborious to say, however proper now, we actually wish to give attention to what it means to make this ambition on a console, and we’ve got the venture at 60 FPS. We actually needed to additionally intention for 60 FPS as soon as once more and never return to 30 FPS or one thing like that.”
Such a activity can be difficult on the Xbox Sequence S, which isn’t as highly effective as both the Sequence X or PS5. Tremblay responded that it’s “subsequent on our radar,” however that 60 FPS could be “extraordinarily difficult” on Sequence S. “Let’s simply say that that is one thing that we have to work out.”
CD Projekt RED hasn’t confirmed the platforms for The Witcher 4. Even the discharge window stays unknown as a result of early stage of growth, however it gained’t launch in 2026. On the intense facet, you gained’t have to fret about fetch quests, just like The Witcher 3: Wild Hunt. Keep tuned for extra updates within the meantime.