The Witcher 3: Wild Hunt

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Merad

Platinum Member
May 31, 2010
2,586
19
81
Apparently some stores sold the game early and people have already been playing it over the weekend. So be wary of spoilers in youtube videos.
 

Zenoth

Diamond Member
Jan 29, 2005
5,196
197
106
I watched the beginning of the GameSpot video presenting the Xbox One version of the game. I noticed that Geralt has no loot pickup animation. The player just walks up to a "loot" item on the ground (where a wolf has been slain, in that video) and just... sort of picks up the loot by standing next to it and pressing the corresponding button.

It's a nitpick, but I'd have preferred to see a basic pick up animation (I mean the one in Inquisition didn't kill anyone and didn't take BioWare a decade to create). I guess it's not important, but I have an eye for [visual] details like that. Maybe the PC version has a pick up animation... I haven't watched enough of PC footage to see Geralt pick up loot (in the PC version) so I guess I'll find out in about a week from now.
 

pandemonium

Golden Member
Mar 17, 2011
1,777
76
91
I gotta roll my eyes at people potentially not buying the game because the graphics aren't good enough.

Good enough? It's not about that at all. Being shown one thing, several years ago, then delivered another isn't "not good enough", it's wrong. I'll likely buy it, but that's disappointing.
 

zinfamous

No Lifer
Jul 12, 2006
110,852
29,649
146
No.
You should compare what castles in the game look like, to what castles in the real world look like. Or how castles looked in the past. The first castle looks much better, much more realistic, in the first screenshot. How anyone can think the opposite is beyond me.

Yeah, I don't understand how that could be a thought. Rounded, natural stones is worlds better than straight angles. Not just aesthetically, when talking about castles, but level of graphic prowess. Straight angles are just...not interesting. Getting a nice textured, rounded, non-symmetrical stone with depth. That's bomb.

The second image looks so horribly bad compared to that first. the colors are flat, no real shading...but the entire image looks that way. It's as if we are looking at very different system settings on top of everything else.

We can not judge the game until it is out. Because we don't know if we're looking at the PC-version or console version, a new or old build, and we don't know what settings. If The Witcher has perfect technology, you should be able to turn on my stuff, maybe including more polygons and more tessalation. So the above screenshots runs @60Hz on supercomputers, and the lower screenshot runs @60Hz on crappy laptops. But we don't know yet.

exactly. This discussion is rather useless right now, tbh. Granted, you kind of want to know these things now, if you find this an issue in life worth taking a stand over--I get that, I guess--but it's really not worth bothering yourself over until you get a release and can muck around with settings as you want.

In the grand scheme of things, people should just stop pre-ordering altogether, wait for honest reviews, and decide if a game is either wordy of the hype, or simply worthy of being at a legit state of completion on release.

As it stands, I never pre-order games. I play ~90% of my games aboiut 1 year after release. I'm a cheap ass, and I have shit that I like to play to death anyway, so I don't really care how old a game is. That being said, these are the two games that I have pre-ordered:

--Guild Wars 2, full deluxe edition, with all the marbles, because I was such a fan of GW1. Loved GW2, still like it but barely play anymore, but I certainly got my money out of that. Not the type of game I expected it to be, but it was great at launch with very minimal issues for a AAA MMO. I'd say it was the smoothest launch for any MMO of its status, ever. I don't regret that one.

--The Witcher 3. ...just 2 days ago I went ahead and bought it. I never could get into the Witcher games, as much as I tried. 3 attempts with the first one, Now on my 2nd attempt with the 2nd, and I am finally loving it. I'm almost midway through the 3rd cahpter...major coup for me with this series. I've always liked them, just never thought they were the games for me. But I really love CDPR and what they do, even though I'm not a huge fan of these games. I feel like I obtained their Witcher games criminally--like $2.50 for Witcher some 5? years ago, and $5 for Witcher 2, barely 1 year after release.

I guess I want to pay them back somehow (pretty much what I did paying full price for Borderlands TPS and Season Pass this year: easily the weakest of the 3 games; but I barely paid for BL1 &2, which I diumped tons of highly entertaining hours into)


Shit. Now I want it. Now. I like that the inventory/menu system is back to a grid design. ...at least in some places.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
First bit of news. The Witcher 3 Wild Hunt has exceeded one million pre-orders!

Second bit of news. GoG has started preloads, and some dudes have looked at the files and seen the settings. Here's a few:

Shadow distance scaling:

<Option id="3" displayName="uber">
<Entry varId="CascadeShadowFadeTreshold" value="1.0"/>
<Entry varId="CascadeShadowDistanceScale0" value="1.0"/>
<Entry varId="CascadeShadowDistanceScale1" value="1.0"/>
<Entry varId="CascadeShadowDistanceScale2" value="1.5"/>
<Entry varId="CascadeShadowDistanceScale3" value="1.5"/>
<Entry varId="CascadeShadowQuality" value="1"/>
<Entry varId="CascadeShadowmapSize" value="3072"/>
<Entry varId="MaxCascadeCount" value="4"/>
<Entry varId="MaxTerrainShadowAtlasCount" value="4"/>
<Entry varId="MaxCubeShadowSize" value="512"/>
<Entry varId="MaxSpotShadowSize" value="512"/>
<Entry overrideGroup="Rendering/SpeedTree" varId="FoliageShadowDistanceScale" value="54.0"/>
</Option>

Water tessellation:

<Var id="Virtual_WaterOptionVar" displayName="water_quality" displayType="OPTIONS" tags="refreshEngine">
<OptionsArray>
<Option id="0" displayName="low">
<Entry varId="GlobalOceanTesselationFactor" value="8"/>
</Option>
<Option id="1" displayName="medium">
<Entry varId="GlobalOceanTesselationFactor" value="16"/>
</Option>
<Option id="2" displayName="high">
<Entry varId="GlobalOceanTesselationFactor" value="32"/>
</Option>
<Option id="3" displayName="uber">
<Entry varId="GlobalOceanTesselationFactor" value="64"/>
</Option>
</OptionsArray>
</Var>

Grass density:

<OptionsArray>
<Option id="0" displayName="low">
<Entry varId="GrassDensity" value="1400.0"/>
</Option>
<Option id="1" displayName="medium">
<Entry varId="GrassDensity" value="1600.0"/>
</Option>
<Option id="2" displayName="high">
<Entry varId="GrassDensity" value="2000.0"/>
</Option>
<Option id="3" displayName="uber">
<Entry varId="GrassDensity" value="2400.0"/>
</Option>
</OptionsArray>

Texture quality

<Option id="3" displayName="uber">
<Entry overrideGroup="TextureStreaming" varId="MaxResidentMipMap" value="6"/>
<Entry varId="MaxTextureSize" value="2048"/>
<Entry varId="MaxAtlasTextureSize" value="2048"/>
<Entry varId="TextureDownscale" value="0"/>
<Entry varId="DetailTextureDownscale" value="0"/>
<Entry varId="AtlasTextureDownscale" value="0"/>
<Entry varId="TextureMemoryBudget" value="800"/>
<Entry varId="TextureMemoryGUIBudget" value="80"/>
<Entry varId="TextureTimeBudget" value="10"/>
<Entry varId="TextureInFlightBudget" value="128"/>
</Option>

64x Water tessellation!
 

irishScott

Lifer
Oct 10, 2006
21,568
3
0
Lighting looks very average and barely 2011. Reflections/sun shafts/shadows off foilage eh. Flat and meh.

Since you know so much, were they playing on PC or console, what version was that preview, and what graphics settings were used? Also, quantify the effect youtube compression had on appearance.

Every AAA game nitpicked apart by the internet before it even comes out based on leaked information or vague previews. I didn't pre-order, but given CDPR's sterling record I expect that this will be an amazing game in all relevant respects, with millions of collective hours logged by thoroughly satisfied gamers.
 

BSim500

Golden Member
Jun 5, 2013
1,480
216
106
CDPR are better than some other AAA devs for some stuff, but "the gameplay GFX don't match the demo showcase screenshots" is an industry wide long-term problem. Sometimes it appears intentional, other times it's more a victim of genuinely being over ambitious and "hitting a wall" regarding what they dream of making vs what they can actually produce given x budget and y time constraints. A lot of this stuff is entirely predictable. Global illumination is hugely resource intensive. If they use it on Ultra, then they'll still need to use "pre-baked" lighting on lower settings / consoles, so they would essentially be doubling their workload and having to create, test & tweak every area of the map for two different lighting systems for 1-2% of their target audience is not "design friendly" or a reasonable expectation. So inevitably, a lot of stuff will get cut unless it's easily scalable. Draw distance should certainly be more scalable (I don't see why there can't be a slider in the options menu to scale that, even Morrowind had that, LOL). Post processing filters should all be able to be toggled on/off (not just for performance but personal preference too as many "realism" filters are anything but). But no global illumination was no real surprise. As for "it's top-end PC's that push game limits", that might be what some want to believe, but outside of one or two "showcase" titles like Crysis I think most people know deep down the modern PC games development baseline is, was and will continue to be "consoles + whatever easily scalable effects can be added to High & Ultra presets as cheaply as possible".

In the grand scheme of things, people should just stop pre-ordering altogether, wait for honest reviews, and decide if a game is either wordy of the hype, or simply worthy of being at a legit state of completion on release.
^ This. It has nothing to do with this game or any other in particular, but the general trend of uninformed vs informed purchase decisions. "Pre-order bonuses" are nothing more than tacky bribes to 'reward' the former over the latter. The more people pre-order, the more you give an incentive to building sales on the back of pre-release hype footage rather than the actual quality of day one release.
 

Grooveriding

Diamond Member
Dec 25, 2008
9,108
1,260
126
I'm surprised the pre-load is only 26GB (GOG uncompressed preload is 26GB, Steam encrypted preload is 21GB) I would of expected a game of this world size to be much bigger. For example; GTA V is about 65GB.
 

zinfamous

No Lifer
Jul 12, 2006
110,852
29,649
146
I'm surprised the pre-load is only 26GB (GOG uncompressed preload is 26GB, Steam encrypted preload is 21GB) I would of expected a game of this world size to be much bigger. For example; GTA V is about 65GB.

Obviously CDPR is using Pied Piper for the download packaging.
 

zinfamous

No Lifer
Jul 12, 2006
110,852
29,649
146
^ This. It has nothing to do with this game or any other in particular, but the general trend of uninformed vs informed purchase decisions. "Pre-order bonuses" are nothing more than tacky bribes to 'reward' the former over the latter. The more people pre-order, the more you give an incentive to building sales on the back of pre-release hype footage rather than the actual quality of day one release.

Imagine if movie tickets were sold this way: 15 million preorders before principal shooting is finished!
What would be the incentive to put out a serviceable final cut--can you even imagine how much shittier the typical Michael Bay shitfest would be? We already have $300mil in the bag? Shit...just past a bunch of explosion gifs to the frames and run that for 1 and a half hours. The kids will eat it up!
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
CDPR are better than some other AAA devs for some stuff, but "the gameplay GFX don't match the demo showcase screenshots" is an industry wide long-term problem.

In the overwhelming majority of cases, the "demo" showcase is for partial, demo only builds which don't even come close to the scale of the finished product. Complaining that a tiny slice of the game world is more detailed in a demo build than the entire world of the original is ridiculous. It is impossible to show off the finished product before the product is actually finished, especially considering a lot of the tweaking comes near the end of development. Why would they bother spending tons of time detailing the castle walls in earlier builds? Functionality would be the main goal and then the polish.
 
Feb 6, 2007
16,432
1
81
I watched the beginning of the GameSpot video presenting the Xbox One version of the game. I noticed that Geralt has no loot pickup animation. The player just walks up to a "loot" item on the ground (where a wolf has been slain, in that video) and just... sort of picks up the loot by standing next to it and pressing the corresponding button.

It's a nitpick, but I'd have preferred to see a basic pick up animation (I mean the one in Inquisition didn't kill anyone and didn't take BioWare a decade to create). I guess it's not important, but I have an eye for [visual] details like that. Maybe the PC version has a pick up animation... I haven't watched enough of PC footage to see Geralt pick up loot (in the PC version) so I guess I'll find out in about a week from now.

On the flip side, is there anything more annoying than sloooooooowly mining ore in Skyrim or skinning an animal in Red Dead Redemption or opening a chest in Assassin's Creed? Yeah, loot animations are more immersive, but after you've seen them a couple times, they just start feeling like a complete waste of time. STOP TAKING 20 SECONDS TO DO THIS, WE ALL KNOW WHAT'S GOING TO HAPPEN.
 
Feb 6, 2007
16,432
1
81
This has been getting rave reviews, and it seems like most are mentioning improvements to the combat system, which was my biggest gripe with 2; I may have to pick this up.
 

zinfamous

No Lifer
Jul 12, 2006
110,852
29,649
146
On the flip side, is there anything more annoying than sloooooooowly mining ore in Skyrim or skinning an animal in Red Dead Redemption or opening a chest in Assassin's Creed? Yeah, loot animations are more immersive, but after you've seen them a couple times, they just start feeling like a complete waste of time. STOP TAKING 20 SECONDS TO DO THIS, WE ALL KNOW WHAT'S GOING TO HAPPEN.

Indeed. I actually agree with the immersion, and went back to gameplay videos to see if those animations were there, because it would be nice...but I really don't wan to go through that constant mining and bullshit like in Skyrim.

The other problem is, depending on how the loot works--is it active as soon as the target dies, or only after the battle ends? Because, if you can loot immediately, and you throw in an animation for looting, accidentally crouching down to pick shit up, while getting stabbed by the still-living soon-to-be-corpses is rather annoying, and happens in other games. How does an open world design like this define a specific battle--when it ends or not? Say, you lure in some other spawning mob to that first mobs zone, perhaps by accident?
 
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