The Witcher 3: Wild Hunt WIP Screenshots Show Hilarious Development Mishaps and Maps

Developing open world games is hard, not only due to the complexity of the world, but also because when you put something that causes problems into that word, it’s quite difficult to pinpoint it afterwards.

During a conference at GDC. CD Projekt RED Senior Technical Artist Martin Thorzén Truu showcased some of those problems, mostly including unoptimized items that were way too heavy on the polycount, others lost under the geometry of the world and more.

Below is what seems to be a monster’s nest that hasn’t been optimized. It was 52 million polygons…

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The campfire and ship below had most of their polygons sunk under the ground, causing unnecessary load.

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This is a quite costly way to decorate a hamlet, considering the fact that it was 1.5 million polygons.

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In order to solve the problems, CD Project implemented a data base viewer able to identify problematic assets via a series of customizable parameters. You can see it below, and incidentally it also gives us a nice view on part of the map.

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The tool allows for instance to find areas with excessive vertex density (too many poligons) or excessive foliage.

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In this picture, the tool found out a light that cast shadow with a range of 4,000 meters, basically a small sun that bogged down the game.

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This bow was lost under ground.

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The test assets below were nicely hanging around on the map.

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Looks like the folks at CD Projekt had quite some spring cleaning to do. It’s hard not to imagine how many of these little mishaps are bogging down the performance of our favorite open world games.

Join the Discussion

  • Senpai Gundam

    So many polygons.

  • mooshroom

    I wonder how many games use that system to determine if there’s unnecessary memory usage like that?

    • HAppY_KrAToS

      there are some studios out there, they are soo soo good, they don’t even need a QA team. like ubisoft.
      the release date, the game is released, with 500 or 50’000 bugs.not a problem. they just need to show some gameplay at E3, running on a super computer, like watchdogs, then, they downgrade it until the game can run at 720 or 900p, on consoles, they do the same for the pc version, then, they keep all reviews under embargo, until 5 minutes before the game is released, they pay some millions so a few big websites put ads all over the pages, along a fantastic 9.5/10 score, and that’s it. another little billion $ will be made in just 1 or 2 weeks.

      also, they don’t have the time to look for that kind of memory issues. they must release one game every year, time is precious.

      • mooshroom

        So… what are you saying?

  • will.95

    I find this pretty funny. I can only imagine a few of them huddled around a screen trying to figure out whey the framerate is dipping so much, only to discover a campfire with so many polygons.

  • Designer Dragon

    Biggest mishap was trying to get a game like this to run on X-Bone.

    • Lars Anderson

      A waste of effort. I wish they’d never gone to consoles. It’s always the beginning of the end.

      • Derage88

        it’s kind of ironic gaming was made big by consoles in its early life and still has a lot to thank to consoles.

    • i3myX1

      One of the dumbest comments I have ever seen! Grow up!

      • Ritsuko Blue

        Agreed!

    • Ritsuko Blue

      HATER!

  • DaemonHunter