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In a major reveal at this week’s Unreal Fest Orlando, Epic Games and CD Projekt Red unveiled a stunning technical demonstration of The Witcher 4. Built using Unreal Engine 5 and leveraging the latest advancements in game development tools, the demo offers an exciting glimpse into the future of The Witcher universe—showcasing not only what Ciri’s journey might look like but also introducing new characters, expansive environments, and the immersive tone players can expect.
The 14-minute demo was packed with details, so we’ve broken it down with insights from both CD Projekt Red and Epic Games. Here are the 10 most important takeaways about The Witcher 4 and its cutting-edge tech demo.
### 1. The Demo Is Not Gameplay
The demo was presented live on stage by CD Projekt Red’s Cinematic Director, Kajetan Kapuściński. While he controlled Ciri through various environments, the studio emphasizes that this is not actual gameplay. Although the mountainous terrain, forested valleys, and port town will appear in The Witcher 4, the quest and characters featured may not be part of the final release.
As Kapuściński explains, “This was a demo crafted to help us and Epic work on the technology that will power The Witcher 4.” He adds that while it showcases artistic direction and cinematic integration, everything seen is subject to change.
“It shows our ambition,” he says. “It's how we envision the game—but it’s not the full picture.”
### 2. Will The Witcher 4 Look Like This?
Visually, the demo is breathtaking, which raises a common question: will this level of fidelity translate to the final product? Many fans remember early footage of The Witcher 3 and Cyberpunk 2077, which looked more polished before release.
Wyeth Johnson, Senior Director of Product Strategy at Epic Games, confirmed that this visual quality is achievable on standard hardware: “We can't lie here. The technology has to be relevant for what players expect across the entire hardware spectrum.”
Thanks to Unreal Engine 5.6 improvements—especially in Hardware Ray Tracing (HWRT) and Lumen Global Illumination—the team achieved 60 frames per second on a base PlayStation 5 without compromising detail. Kapuściński said that pushing these optimizations allowed them to use advanced tech at scale.
### 3. We're Headed North. Very North.
The demo takes place in Kovir, a northern region of The Continent. Known for its mountains and dense forests, Kovir plays a central role in Ciri’s journey. It’s rich in natural resources, particularly salt—an element directly tied to the demo’s narrative.
Creating such a vast, organic environment posed a significant challenge. As Charles Tremblay, VP of Technology at CD Projekt Red, noted: “For the Witcher franchise, the forest is definitely the soul of the game.”
To achieve this, the team used Nanite Foliage, a new Unreal Engine tool that renders highly detailed plant life—like leaves and pine needles—without loading delays or pop-in. The result? A seamless, immersive forest unlike anything seen before in a Witcher game.
### 4. A Horse Named Kelpie
Ciri’s mount, Kelpie, makes her first appearance in the demo. A black horse with roots in the books, Kelpie belonged to a merchant named Hotspurn before becoming Ciri’s loyal companion. In the lore, she can leap over seven-foot walls—a feat far beyond Roach’s capabilities in The Witcher 3.
Tremblay admits that horse movement in previous games could break immersion: “We want players to explore the world with Kelpie as a companion—and it has to be close to perfection.”
With Unreal Engine’s multi-character motion matching, Kelpie should offer a smooth, responsive riding experience. There’s even speculation that Kelpie may have mythical water-crossing abilities, given her name’s folklore origins.
### 5. The Quest and The Manticore
While not an actual quest from the game, the demo includes a narrative thread where Ciri investigates a missing shipment of salt for a merchant. She soon discovers the cargo—and the crew—were devoured by a manticore.
This marks one of the first times a manticore has appeared in a Witcher title. They were originally cut from The Witcher 3, but now they’re back—rendered in full Unreal Engine 5 glory.
Game Director Sebastian Kalemba explained that including a story layer helped elevate the demo: “I love that narrative layer—it actually helps boost the technical achievements behind the entire piece.”
### 6. Welcome to Valdrest, Population: Over 300
As Ciri returns to Valdrest, the port town where the merchant resides, she walks through a bustling environment filled with over 300 unique NPCs. Thanks to Unreal Engine’s animation framework and CDPR’s optimization, crowds feel more alive than ever.
From dwarves and children to tamed bears and street performers, each character exhibits distinct animations and body types. One man walks with a crutch; another mother comforts her child. This level of detail hints at a next-gen approach to open-world population density.
### 7. A Responsive, Living World
NPCs in Valdrest don’t just look real—they react to Ciri and the environment. When she bumps into a merchant carrying apples, the fruit rolls away realistically thanks to physics simulation. Chickens scatter, and guards spit at her with disdain.
Wyeth Johnson explained that these interactions aim to keep players immersed: “All of these things keep you in the world.”
While it remains unclear whether these behaviors are fully dynamic or scripted, the goal is clear: a living, breathing world where every action has consequences.
### 8. Seamless Cinematics
One standout feature of the demo is the seamless transition between gameplay and cinematics. Unlike The Witcher 3, which used load screens during dialogue transitions, this demo uses Unreal Engine’s camera system to shift smoothly into cinematic sequences.
As Ciri approaches a trigger point—like a balustrade—the camera fluidly repositions itself to frame the scene. This technique, previously refined in Cyberpunk 2077, enhances immersion and keeps the player emotionally engaged.
### 9. A Small Gift for All Witcher Fans
At the end of the demo, Game Director Sebastian Kalemba teased “a small gift for all Witcher fans”—the first look at Lan Exeter, a legendary city from the books.
Described as a wintry, canal-based fantasy Venice, Lan Exeter serves as the winter capital of Kovir. With no roads, travel is done entirely via boat along its Great Canal. Among the landmarks shown is Ensenada Palace, home to the King of Kovir and Poviss.
Fans hope to explore the palatial estates and grand homes visible in the demo when The Witcher 4 releases.
### 10. The Next Generation of Open World RPGs
As the demo concluded, Kalemba stated confidently: “What we’re doing together will bring in a new generation of open world RPGs.”
Charles Tremblay elaborated: “Story and quest are always key. Now, with deeper immersion, we want people to feel connected to the world and emotionally invested in the characters.”
Wyeth Johnson added: “We want artists and developers to come to the engine with big dreams. Our job is to get out of the way and let creativity shine.”