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Forums - Gaming - The Witcher 3 PC Ultra vs PS4 [almost no difference?]

The PC version is in English. Why would I want to play in an inferior language when I can play on PC in English??



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But I learned on this forum that foliage is a differentiator for deciding if a game is generation ahead. So yes, big difference.



Just went I-"uCI



Playstation_awaiter said:
Just went I-"uCI< it mode and preordered. I don't know I this is the right place to ask but can you censore the nudity? My little brother wants to play it. He's only 10.


Your ten year old brother probably shouldn't be playing this game regardless of whether there is nudity or not



the_real_dsister44 said:
Playstation_awaiter said:
Just went I-"uCI< it mode and preordered. I don't know I this is the right place to ask but can you censore the nudity? My little brother wants to play it. He's only 10.


Your ten year old brother probably shouldn't be playing this game regardless of whether there is nudity or not


First time playing this series, I preordered because of the beautiful outside environments. It jut looks so relaxing, I'm hoping for some raining and thundering too. Trees, plains, mountains, rivers, etc. I'm not sure what to expect other than some nudity I saw in a video. 



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Playstation_awaiter said:
the_real_dsister44 said:


Your ten year old brother probably shouldn't be playing this game regardless of whether there is nudity or not


First time playing this series, I preordered because of the beautiful outside environments. It jut looks so relaxing, I'm hoping for some raining and thundering too. Trees, plains, mountains, rivers, etc. I'm not sure what to expect other than some nudity I saw in a video. 


Well, even without the nudity. The first earned the M rating



2013 was a tough time for CD Projekt RED simply because we were trying to create an entire bulk of the game on the older DirectX 9 renderer that we had in place for The Witcher 2. Most of the assets were created during the time we were creating our DX11 solution render pipeline to bring the next-generation experience to everyone. A lot of the footage including the debut gameplay trailer was done when the consoles were not even out and we only had an idea of the specifications of the system. This landed itself into problem territory when we realized the next-generation systems could not simply meet our graphical output to the desirable level of quality that we needed. There were several options: build three different builds or consolidate to the nearest denominator, which is what we did. We took the specifications of the lowest performing throughput system which I don’t care to mention here at all to avoid that discussion, and worked our way up from there. As almost a 250 man team, we sequentially had to take out/turn down a lot of features not just from our NVIDIA GameWorks pipeline but our normal game solution scripts as well – these include the following:

  • Level of horizon detail (essentially the draw distance had to be completely tuned down to tax the consoles less)

  • Volume based translucency

  • Ambient occlusion and foliage density / tree count

  • Flexible water simulation / tessellation  we resorted to a (script texture effect similar to most games than physical based simulation)

  • Ground/building tessellation

  • Forward lit soft particles (this is the fire, smoke, fog that you would encounter while going through thick terrain into open space)

  • Real-time reflections in the water are completely off and replaced with a cheaper render solution estimator (this is a primary reason blood splatter was also removed from water)

We just did not have the manpower, budget or the console power to produce the vision we intended before the consoles were released to create a more visually stunning game of higher fidelity like 2013 assets. The PCs themselves had more than enough power to achieve this vision, almost certainly. But working on the game across 3 platforms did not make it feasible to keep features included that could potentially break the game as we kept building around it. All the 2013 trailers were actually in-game footage (not prerendered or vertical slices) but essentially just not an entirely finished world running on a high-end PC at the time.

 

http://whatifgaming.com/developer-insider-the-witcher-3-was-downgraded-from-2013-list-of-all-features-taken-out-why



HoloDust said:

2013 was a tough time for CD Projekt RED simply because we were trying to create an entire bulk of the game on the older DirectX 9 renderer that we had in place for The Witcher 2. Most of the assets were created during the time we were creating our DX11 solution render pipeline to bring the next-generation experience to everyone. A lot of the footage including the debut gameplay trailer was done when the consoles were not even out and we only had an idea of the specifications of the system. This landed itself into problem territory when we realized the next-generation systems could not simply meet our graphical output to the desirable level of quality that we needed. There were several options: build three different builds or consolidate to the nearest denominator, which is what we did. We took the specifications of the lowest performing throughput system which I don’t care to mention here at all to avoid that discussion, and worked our way up from there. As almost a 250 man team, we sequentially had to take out/turn down a lot of features not just from our NVIDIA GameWorks pipeline but our normal game solution scripts as well – these include the following:

  • Level of horizon detail (essentially the draw distance had to be completely tuned down to tax the consoles less)

  • Volume based translucency

  • Ambient occlusion and foliage density / tree count

  • Flexible water simulation / tessellation  we resorted to a (script texture effect similar to most games than physical based simulation)

  • Ground/building tessellation

  • Forward lit soft particles (this is the fire, smoke, fog that you would encounter while going through thick terrain into open space)

  • Real-time reflections in the water are completely off and replaced with a cheaper render solution estimator (this is a primary reason blood splatter was also removed from water)

We just did not have the manpower, budget or the console power to produce the vision we intended before the consoles were released to create a more visually stunning game of higher fidelity like 2013 assets. The PCs themselves had more than enough power to achieve this vision, almost certainly. But working on the game across 3 platforms did not make it feasible to keep features included that could potentially break the game as we kept building around it. All the 2013 trailers were actually in-game footage (not prerendered or vertical slices) but essentially just not an entirely finished world running on a high-end PC at the time.

 

http://whatifgaming.com/developer-insider-the-witcher-3-was-downgraded-from-2013-list-of-all-features-taken-out-why

Yeah, I don't think they were alone in that, it seems many devs expected PS4/Xbone to be stronger.

Well, that's it then I guess. Consoles held back PC confirmed.



Umm 60fps? Image quality is far less important IMO. It's till important, but the fluidity of the connection between my controller and the screen is of far higher importance.



curl-6 said:

Yeah, I don't think they were alone in that, it seems many devs expected PS4/Xbone to be stronger.

Well, that's it then I guess. Consoles held back PC confirmed.


Well, technically, CDPR decided not to make PC only version which would look like 2013 reveal, for more than one reason. But, yeah, in a nutshell, consoles held back game looking as good as they've envisioned it originally.

Honestly, if only certain hardware manufacturer listened to what EPIC tried to tell them back in 2011 with Samaritan demo I think we would have much different story today both consoles sales-wise and game gfx-wise.