The Witcher 4 is already functional on PC and current-gen consoles
TechnicalComments
Nanite is a tool, not a magic wand. If the level design is still bloated, the engine won't save the frame rate from tanking in cities.
If the target hardware remains the baseline, would that potentially cap the visual fidelity on PC? One could imagine a scenario where the game looks consistent but fails to push the envelope on higher end rigs.
The real test is how this affects the day one patch size. If they are building for everything at once, we might see even more massive downloads to account for different asset sets.
Nowakowski mentioned this shift specifically in the context of Unreal Engine 5's pipeline. Moving to a licensed engine instead of the proprietary REDengine changes the optimization workflow significantly.
ue5 nanite handles polycounts better across platforms.
Does the shift to UE5 include a specific plan for managing the shader compilation stutter that plagues so many current-gen PC ports?
This reminds me of how some recent indie hits used a similar cross-platform approach to hit their release dates without sacrificing performance. It usually leads to a much smoother launch window for everyone.