This video presents a technological showcase of The Witcher 4 running on a PlayStation 5 at 60fps with raytracing, built with Unreal Engine 5.6. Key highlights include:
Advanced Character & Mount Interaction: Featuring Ciri and her horse Kelpy, showcasing seamless multi-character motion matching and realistic muscle deformations using ML Deformer.
A close-up of Kelpy's leg muscles showing realistic deformation powered by Chaos Flesh Solver.
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Dense, Dynamic Open World: The game explores the region of Kovier, emphasizing highly detailed and memory-efficient Nanite Foliage with adaptive voxel representation and reusable Nanite Assemblies.
A grid displaying 28 distinct Nanite assembly components used to construct various spruce trees.
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Vibrant and Responsive Towns: The port town of Vest is demonstrated with busy marketplaces, hundreds of animated NPCs, and responsive character actions powered by MetaHuman tools, Smart Objects, and a new animation framework.
A bustling marketplace scene filled with numerous animated NPCs, demonstrating Unreal Engine's capability to render large, active crowds.
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Significant Performance Gains: Unreal Engine 5.6 boasts over 2x faster raytracing and Lumen, an asynchronous rendering pipeline, improved Chaos Physics for cloth and flesh, and a new Fast Geometry Streaming Plugin for quicker open-world loading, ensuring high fidelity and smooth gameplay.
Siri overlooks the vast, snowy mountainous landscape of Kovier.
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Improvements to Unreal Chaos Flesh Solver and machine-learned deformations allow for realistic muscles moving and stretching under Kelpy's skin without compromising performance.
A close-up of Kelpy's leg muscles showing realistic deformation powered by Chaos Flesh Solver.
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The main goal for Unreal Engine 5.6 is performance, enabling the engine to scale to large, rich worlds while preserving graphics quality and delivering high frame rates.
Nanite Evolution:
Initially supporting static geometry, Nanite now includes skinning (from last year) and is introducing Nanite Foliage.
All these features are integrated into this new framework, released as experimental in UE 5.6.
Built with performance first, animation evaluations now run in parallel off the game thread.
Other costly character systems (movement avoidance, state tree behaviors) are also moved to worker threads, aiding in creating crowded and lively scenes.