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Face-Off: The Witcher 3: Wild Hunt

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  • Face-Off: The Witcher 3: Wild Hunt

    The Witcher 3 is a game of many firsts. Above all for CD Projekt Red, it has the distinction of launching on three platforms at once, pushing for PC, Xbox One and also its first Sony format - PlayStation 4. Also breaking new ground is a more open-world design than we've seen before in the series, widening the scope of Geralt's adventure as we enter a sprawling third act. We've had a cursory glance at how console versions hold up in performance terms, but factoring in a PC release with plenty of visual bonuses, how do the consoles compare?
    Purely in visual terms, PS4 and Xbox One miss out on PC's ultra-grade settings in several areas, but the game still looks complete on each. At its core, REDengine 3 drives a high level of foliage detail on console - perhaps the greatest density of plant-life since the original Crysis, rendering trees in at a surprisingly long range. Factoring in time of day, weather systems and rolling clouds, The Witcher 3's physically-based lighting model also impresses, with shadows spread dynamically from each swaying branch, and light shafts flitting between each leaf. In the right light, the final result helps even the bleakest points in No Man's Land's marshes to achieve a great sense of atmosphere.
    This isn't doable without a little help from outside tech. The Umbra 3 plugin in particular is crucial to performance, defining the parameters at which objects become visible, and culling detail intelligently (using a frustum) on PS4 and Xbox One to keep pop-in as discrete as possible. This works with SpeedTree, another middleware engine that handles foliage placement across the world, essentially randomising tuft positions to give the world its distinctive, flourishing look.
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