The Witcher 4 on Unreal Engine 5: Will There Be #StutterStruggle?

00:07:28
https://www.youtube.com/watch?v=rWXg8ca-AIc

Resumen

TLDRThe video discusses the transition of CD Projekt Red to Unreal Engine 5 for their next Witcher game, leaving their previous Red Engine behind in favor of a closer technological partnership with Epic Games. CD Projekt Red is aware of past issues with Unreal's open world performance, such as frame time problems exacerbated by large game worlds and multiple actors, and is actively working on solutions to improve this for their new game. The conversation notes how CPU utilization can be optimized in big games by rethinking game actor management and streaming, with insights shared from presentations at Unreal Fest. Despite these efforts and potential improvements for CD Projekt Red's titles, there is skepticism about whether such enhancements will broadly benefit all Unreal Engine 5 games, as many solutions are game-specific. The discussion also highlights ongoing issues with Unreal Engine, such as delayed feature integrations and hardware compatibility concerns, particularly on AMD platforms.

Para llevar

  • 🚀 CD Projekt Red is using Unreal Engine 5 for the next Witcher game, abandoning their Red Engine.
  • 🛠️ There are ongoing efforts to address open-world performance issues in Unreal Engine 5.
  • 🤝 CD Projekt's partnership with Epic Games aims to improve Unreal Engine for their needs.
  • 🧠 The company focuses on CPU utilization improvements for large games.
  • 🔄 Not all improvements may be available to other developers, as some solutions are game-specific.
  • 💡 Unreal Fest presentation highlighted necessary changes for better game performance.
  • 💻 Unreal Engine 5 still faces challenges with certain hardware, like AMD platforms.
  • ⏳ Feature integration in Unreal Engine can be slow, affecting game development timelines.
  • 🎮 CD Projekt Red is expected to excel with Unreal Engine 5, like in Cyberpunk 2077.
  • 📈 Concerns linger about broader Unreal Engine 5 performance, despite specific game improvements.

Cronología

  • 00:00:00 - 00:07:28

    The discussion centers around CD Projekt Red transitioning to Unreal Engine 5 for their next Witcher game, moving away from their own Red Engine. The conversation highlights a presentation from Unreal Fest in Prague by a CD Projekt Red developer on improving CPU utilization in open-world games using Unreal Engine. They discuss the challenges of frame time deterioration as world size and actor count increases, suggesting CD Projekt Red's efforts may lead to specific advancements in handling these issues within Unreal Engine 5. There's an emphasis on the potential for CD Projekt Red to push the boundaries of technology similar to their approach with Cyberpunk 2077, and a recognition that their financial success gives them the resources to contribute improvements to Unreal Engine 5 which may partially benefit the broader developer community.

Mapa mental

Vídeo de preguntas y respuestas

  • What game engine is CD Projekt Red using for the new Witcher game?

    CD Projekt Red is using Unreal Engine 5 for the new Witcher game.

  • Why did CD Projekt Red switch to Unreal Engine 5?

    They switched to Unreal Engine 5 for a closer technology partnership with Epic Games and potential enhancements in open-world performance.

  • What concerns are there with using Unreal Engine 5 for open-world games?

    There are concerns about Unreal Engine's performance with large open worlds, particularly frame time issues and CPU utilization.

  • Has CD Projekt Red addressed any of these performance concerns?

    CD Projekt Red has been working on addressing performance concerns by rethinking how games operate in Unreal Engine to improve CPU utilization and frame time in open-world settings.

  • What collaborations exist between CD Projekt Red and Epic Games?

    CD Projekt Red has a close technology partnership with Epic Games to enhance Unreal Engine 5 for their projects.

  • Are CD Projekt Red’s solutions for game development shared with other developers?

    Some solutions might be shared with the main Unreal Engine codebase, but many fixes are game-specific.

  • What are some other issues with Unreal Engine 5 discussed in the video?

    Issues such as the slow integration of features like ray tracing and Lumen support on AMD hardware were discussed.

  • Is Unreal Engine 5 suitable for all types of games?

    While Unreal Engine 5 is versatile, specific optimizations might be necessary for certain types of games, like open-world RPGs.

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Desplazamiento automático:
  • 00:00:02
    uh hi jents last week you had a
  • 00:00:04
    supporter question regards to Unreal
  • 00:00:06
    Engine 5 fatigue this week we got the
  • 00:00:08
    news that CD project Red's next big
  • 00:00:10
    Witcher game is now in full production
  • 00:00:13
    they abandoned the red engine in favor
  • 00:00:14
    of Unreal Engine 5 and supposedly have a
  • 00:00:17
    very close technology partnership with
  • 00:00:19
    epic games you concerned about the open
  • 00:00:21
    world performance of unreal for this
  • 00:00:22
    project or are you actually optimistic
  • 00:00:24
    that CD project red is going to help
  • 00:00:26
    fixing unreal's open world performance
  • 00:00:28
    issues now Alex we've we've discussed
  • 00:00:30
    this before uh on the channel um many
  • 00:00:35
    times yeah but with the Witcher going
  • 00:00:37
    into full production these questions are
  • 00:00:39
    emerging and I think it's fair to say
  • 00:00:41
    that CD project red are well aware of
  • 00:00:44
    the issues and are looking to address
  • 00:00:46
    them right uh there was a presentation
  • 00:00:49
    at unreal Fest in Prague this this year
  • 00:00:53
    by yav yaroslav rudski excuse me if I
  • 00:00:58
    said that incorrectly
  • 00:01:00
    um called how small open doors can lead
  • 00:01:04
    to Big to lead to better CPU utilization
  • 00:01:07
    in bigger games and the entire purpose
  • 00:01:09
    of the presentation this person works at
  • 00:01:10
    CD project red and uh as an engineer
  • 00:01:14
    primarily on the CPU side of things um
  • 00:01:18
    how they've noticed in their games in
  • 00:01:19
    the past and also specifically using
  • 00:01:22
    Unreal Engine and the huge part of this
  • 00:01:25
    talk was like when you move around in an
  • 00:01:27
    Unreal Engine game the frame times get
  • 00:01:29
    bad
  • 00:01:30
    uh the bigger the world the more unique
  • 00:01:33
    actors the more actors that just gets
  • 00:01:35
    worse and worse and worse and the whole
  • 00:01:37
    point of the presentation was to say we
  • 00:01:38
    need to rethink how we do things in AA
  • 00:01:40
    engine make
  • 00:01:42
    specific uh new representations for
  • 00:01:46
    actors change the way we stream a whole
  • 00:01:49
    bunch of stuff to get these big frame
  • 00:01:52
    time issues to not occur and that was
  • 00:01:55
    like the the ground laying work I think
  • 00:01:58
    for the what they're going to be doing
  • 00:01:59
    the next Witcher game or any game
  • 00:02:01
    thereafter uh the the examples in there
  • 00:02:04
    are using like stock assets uh but all
  • 00:02:07
    the principles apply to any sort of open
  • 00:02:09
    world game and so I think CD Pro red
  • 00:02:13
    they made very smooth very dense open
  • 00:02:16
    world game on a PC not on Xbox One or
  • 00:02:20
    PS4 um in in uh cyberp Punk 2077 and I
  • 00:02:26
    think they want to continue that they're
  • 00:02:28
    known for being really uh masters of
  • 00:02:30
    technology in their own way and I think
  • 00:02:32
    they want to continue that especially
  • 00:02:34
    now that they have all this money right
  • 00:02:35
    they made so much money with The Witcher
  • 00:02:37
    3 and uh cyberpunk 2077 and they can
  • 00:02:40
    invest that and part of that is making
  • 00:02:43
    Unreal Engine 5 better for their games
  • 00:02:44
    now will that make Unreal Engine 5 Games
  • 00:02:47
    better in
  • 00:02:48
    general I am a little bit more skeptical
  • 00:02:51
    of that there will be changes that CD P
  • 00:02:54
    red will bring into the main GitHub that
  • 00:02:56
    will be adopted but some of the things
  • 00:02:58
    they're going to be doing are 100% game
  • 00:03:01
    specific um that a developer for their
  • 00:03:03
    own game would have to roll their own
  • 00:03:05
    way of doing that that will not be
  • 00:03:07
    generalized into Unreal Engine in which
  • 00:03:09
    case it's all up to the developer at
  • 00:03:12
    that point making it so I think CD Park
  • 00:03:14
    red will do something really good
  • 00:03:15
    they'll do it way better than almost
  • 00:03:17
    everyone else uh using the engine maybe
  • 00:03:20
    excluding the Coalition um but yeah I'm
  • 00:03:24
    not as worried anymore but I'm still
  • 00:03:26
    worried for Unreal Engine 5 completely
  • 00:03:28
    yeah this is a partnership between epic
  • 00:03:30
    and uh cdpr so one would hope that if
  • 00:03:34
    there is basically what you might call a
  • 00:03:36
    fix for an outstanding issue that's
  • 00:03:38
    affecting a lot of games that this would
  • 00:03:40
    actually be implemented into the main
  • 00:03:43
    engine right you you'd hope so that this
  • 00:03:45
    seems like basic logic but I guess the
  • 00:03:47
    question is the extent to which it is
  • 00:03:50
    actually tied to that specific game
  • 00:03:52
    right that's the that's the main issue
  • 00:03:54
    here and there's also like things like
  • 00:03:56
    inertia um I got a wonderful message
  • 00:03:59
    this morning from someone showing me a
  • 00:04:00
    GitHub change uh to um to to uee where
  • 00:04:07
    it said add support for PSO pre-caching
  • 00:04:10
    of dynamic rate tracing geometry
  • 00:04:11
    computors R trace this is a new commit
  • 00:04:14
    to ue5 and this is the engine has had R
  • 00:04:19
    racing in it since 2018 and we're only
  • 00:04:21
    seeing a commit for that now um yeah uh
  • 00:04:26
    these things take a long time apparently
  • 00:04:27
    especially for someone is big and uh
  • 00:04:29
    they Co cover like Automotive they cover
  • 00:04:32
    vizar they cover all these things that
  • 00:04:34
    have nothing to do with games and so
  • 00:04:36
    some things that maybe should be in
  • 00:04:38
    games won't be there for like four to
  • 00:04:40
    five years at a time so yeah there's an
  • 00:04:42
    example I can site as well Alex which is
  • 00:04:44
    that um when I checked out fortnite
  • 00:04:47
    running on the steam deck um software
  • 00:04:50
    Lumen didn't work it just did not
  • 00:04:53
    function you had to engage Hardware
  • 00:04:55
    Lumen uh in order to get um Lumen at all
  • 00:04:58
    seemingly and that was a bit weird and
  • 00:05:01
    it turns out that um it doesn't just
  • 00:05:04
    apply to steam deck R under Windows it
  • 00:05:07
    applies to um it applies to any AMD Apu
  • 00:05:13
    up to this day even and it still hasn't
  • 00:05:15
    been fixed and the problem there of
  • 00:05:17
    course is that um well a lot of games
  • 00:05:20
    are shipping without Hardware Lumen
  • 00:05:22
    support which means there's no Lumen and
  • 00:05:24
    there are some very Stark examples sent
  • 00:05:26
    my way which you know the lighting is
  • 00:05:28
    just
  • 00:05:30
    abent right and uh I was actually just
  • 00:05:33
    trying to run black myth Wukong on this
  • 00:05:36
    um on that little stck Point Mini PC and
  • 00:05:39
    it's just one big there just like big
  • 00:05:41
    light glare and literally nothing
  • 00:05:43
    happening in that initial in and it
  • 00:05:46
    turns out that um uh software Lumen just
  • 00:05:49
    doesn't work um with integrated Graphics
  • 00:05:54
    where there isn't discrete vram PS and
  • 00:05:57
    there is actually a fix on GitHub
  • 00:05:58
    somewhere but you know this should be
  • 00:06:01
    integrated into the full engine I mean
  • 00:06:02
    I've tried to alert AMD about it and now
  • 00:06:05
    I've said look at this thing on GitHub
  • 00:06:07
    but yeah this was actually brought to my
  • 00:06:09
    attention by a user um and you know
  • 00:06:12
    they've been tracking this issue for
  • 00:06:13
    some time but it's just remarkable that
  • 00:06:16
    you know when the fortnite issue came to
  • 00:06:18
    light know we get a lot of people
  • 00:06:19
    watching our videos but nobody thought
  • 00:06:21
    to say well why why is that happening I
  • 00:06:23
    guess maybe there was just the
  • 00:06:25
    perception that it was a possibly a
  • 00:06:27
    driver issue with steam deck because you
  • 00:06:29
    know windows isn't really supposed to
  • 00:06:31
    run right right but it's actually
  • 00:06:33
    persisted into Rog Ally and basically
  • 00:06:35
    all of those windows handhelds and I'm
  • 00:06:38
    assuming it will persist into any kind
  • 00:06:40
    of um um AMD Apu laptop so hopefully
  • 00:06:44
    that will be fixed yeah there's there's
  • 00:06:47
    another bug too apparently sorry to just
  • 00:06:50
    talk about bugs in unreal but this may
  • 00:06:52
    be driver related on the AMD side but
  • 00:06:54
    apparently Lumen resolve is worse on AMD
  • 00:06:57
    than Nvidia due to a driver bug
  • 00:07:00
    introduced in like I think like
  • 00:07:03
    Midsummer or something like that and
  • 00:07:04
    it's still that way today uh like where
  • 00:07:06
    you'll see a lot more Sparkle uh between
  • 00:07:08
    the two competitor cards like if you
  • 00:07:10
    were to put an mvidia and an amd1 and
  • 00:07:13
    this was sent to me by a developer using
  • 00:07:14
    Unreal Engine because they were trying
  • 00:07:15
    to get uh some awareness out there both
  • 00:07:18
    to Unreal and AMD side that this is an
  • 00:07:21
    issue that still exists so yeah these
  • 00:07:23
    things take a long time apparently
Etiquetas
  • Unreal Engine 5
  • CD Projekt Red
  • Witcher game
  • open-world performance
  • CPU utilization
  • Epic Games
  • game development
  • technology partnership
  • open-world optimization
  • platform compatibility