The Witcher 3 Next-Gen Update

The Witcher 3 Next-Gen Update vs Original Early Graphics Comparison

ElAnalistaDeBits and Cycu1 have released comparison videos between the Next-Gen Update and the Original versions of The Witcher 3. These videos will give you a glimpse at the graphical enhancements that the Next-Gen Update brings to the table.

As we’ve already reported, The Witcher 3 Next-Gen will feature dozens of visual, performance, and technical enhancements over the original. Alongside RT, the game will include a variety of mods from the get-go. From what we know so far, CDPR will include the HD Rework Project.

CD Projekt RED has also detailed the Ray Tracing effects for PC. The game will have RTGI and RTAO. Furthermore, CDPR has added some new Ultra+ settings that will push/stress a lot of GPUs, and has improved the game’s SSR. Not only that but there will be support for both NVIDIA DLSS 2 and AMD FSR 2.0.

It will be interesting to see whether the Next-Gen Update will be compatible with all of the game’s mods that are already available.

The Witcher 3 Next-Gen will release on December 14th!

The Witcher 3 | Next-Gen Update Graphics Comparison | Early Gameplay Showcase

The Witcher 3 Next Gen vs Original PC RTX 3080 Early Graphics Comparison

48 thoughts on “The Witcher 3 Next-Gen Update vs Original Early Graphics Comparison”

  1. Original looks good ..I will stick to that !
    and these people removed fog …like bruh..
    And why they changed Geralt look look in the game cover ? it looks lore accurate but its just bizzare imo !

  2. Looking forward to having a reason to play TW3 again, I enjoyed it and the expansions, especially Blood&Whine. TBH though, if these videos and screenshots werent labelled, I wouldnt be able to tell you which was the origininal and which is remastered. I hate the new camera angle too.

  3. This update + blitzfx + a simple ReShade to get back the 2013 versions brown color palette should be enough to surpass the VGX trailer. The only thing lacking would be the particle and fire systems from that version.

  4. while I do love love looove me some part 3…other than the close camera?….I don’t see an update the book shelves behind Mr. chess a**hole look far worse imo. shadows got f#$ked up.

  5. This dumb habit, of wrong usage of the “next-gen” word by the industry is so ridiculous, dumb and lame.

    1. To be fair, when it was announced, the ps5 and series x hadn’t been released yet. And 4k/60 wasn’t the norm for consoles at that point, so it really was “next gen” in terms of consoles

  6. The mods that use scripts will be broken with this update since there’s new dlc quests from the Netflix series included with this update.

    1. Only if they patch the original game, which they aren’t. This new version will be added as a separate download.

  7. Not that I care much since I have 0 interest in either of the current gen consoles, but I think they could’ve implemented a 120hz mode with not much effort for both machines. Oh well. ????

    1. The consoles can’t manage a steady 120 fps in a simple game like CoD on the small 6v6 multiplayer maps, due to CPU bottlenecking, so what is the point of adding it here? TW3 is an old game, very single threaded and reliant on high CPU and memory frequencies.

      1. Curious to see that the original devs are unable to properly multi-thread a game on consoles with their low-level APIs, whereas simply using DXVK on PC allows even DX9 games to be able to take advantage of multiple threads thanks to the power of Vulkan.

        Go figure…

        1. Uhh that’s not what makes DXVK improve performance in DX9 games, it’s solving draw call bottlenecking in the API, not magically making the games multi threaded.

          1. Hey third-world peasant, the civilized part of the world usually ends a sentence with a dot/point & other characters/symbols, but definitely not a comma.

            And since you are obviously a fanboy of Hideo Kojima’s work, here’s him promoting the Steam Deck @ TGS 2022:

            https://uploads.disquscdn.com/images/37b45d8558d857f1d2d41571315ea8ba04c171c03eeb0ccf3b9dad5f91e094e3.jpg

            https://uploads.disquscdn.com/images/0709d01d8d216c4f4e45e20ea3987bc35bb3683f3509e7fd6a4e15d1d80161c3.jpg

            https://uploads.disquscdn.com/images/0e26d668b43d2652d25578eb89767a3b07f5ea5727a825d9aef8d0443e4ecf55.jpg

          2. i have been dealing with console peasants all my life now Linux Deck peasants are slowly spreading their garbage everywhere, bark more, scream at the top of your lungs about Linux everywhere lol. Typical low life idiots who become a fanboy of big corporations. Seriously dude go touch some grass and get a gf

          3. And how do you suppose DXVK is solving the draw-call bottleneck?

            By multi-threading the Vulkan renderer, of course!

            Here’s an example:

            “Splinter Cell – Conviction” is a DX9-only game that according to PCGW:

            Heavily unoptimized, very bad performance even with modern PC configurations.

            On Linux with DXVK, this is easily solvable by spreading the threads to multiple cores with a script, because the game is so badly programmed that it locks all threads to a single core by default.

            The really interesting part is the number of threads DXVK spawns with this DX9 game:

            Then for performance reasons (I would regularly get sub 1fps but with this fix have 60fps) one have to change the thread affinity of the game process after each level load. For some reason the game locks all it’s threads to the first cpu core only, which is bad since the game with dxvk have 35 threads running.

            Care to explain how having 35 threads running concurrently is not multi-threading?

          4. You cannot magically make a game multi-threaded without rewriting it. Messing with thread affinity is just a fix for poor scheduling on the game/OS part.
            DXVK swaps the original API draw calls for their Vulkan equivalents, which are usually much more efficient when it comes to old games on old APIs. Performance gains either come from that, or from the mere fact that the Vulkan driver performs better on your GPU than the other API drivers.

      2. I looked at benchmarks of how the game runs on an 8 core zen 2 CPU prior to posting my comment, and yeah there’s plenty of headroom. According to techpowerup a 3700X will run the game at an average of nearly 180 fps at 1080p. And if you do the math of performance scaling with frequency, the game could still run at over 130fps on either of the console CPUs. And this isn’t even taking into account the additional specific optimizations and lack of overhead on consoles.

        GPU wise the ps5 is roughly equivalent to a 2070 super and the series x is roughly equivalent to a 2080 super, which means the game can run at 120fps at 1080p and 1440p respectively. And this is not taking into account any console and rdna2 specific optimizations.

        Tl;dr 120hz on consoles is possible based on how the game runs on similarly spec’d PC hardware setups.

        1. Cool to hear your hypothetical couch developer numbers.
          In reality, 120 fps modes on consoles are pretty much never stable even on modern small scale games optimized for the new architecture.

          1. Okay…? What’s your point? Just because a game may or may not run at a specified frame rate 100% of the time, there is no point in investing in creating said frame rate mode?

          2. Okay…? What’s your point? Just because a game may or may not run at a specified frame rate 100% of the time, there is no point in investing in creating said frame rate mode?

          3. “pretty much never stable”. Then I have to say even the RX 6750XT/RTX 3070Ti are garbage GPUs as they FAIL to deliver a rock solid 1080p maxed out 120 fps in all games (I am even skipping CP2077 out of the equation and kindly DON’T tell me to use reconstruction methods because I am targeting 1080p120 mode). I care for the 1% and 0.1% low numbers and while those GPUs skyrocket to 190fps at times but also dip down harder as low as 70~80fps in different titles.

          4. and, FYI I use i7 13700KF. So no, it is not a CPU bottleneck. Console CPUs obviously do have some bottlenecks BUT in select few titles.

  8. Why they changed ciri shirt?? From white to chainmail black….i thought she supposed to ran not Windows shopping

    1. It’s not raytraced. We only got RTGI (Global Illumination) and RTAO (Ambient Occlusion), due to console RT hardware being garbage.

      1. To be specific it’s a very gimped version of RTGI that works on top of the rasterized probe system and adds some bounce lighting. It has nothing to do with proper RTGI in games like Metro Exodus and Dying Light 2.
        That’s why you can barely tell the difference.

  9. Looking forward to it, free improvements are good. Next gen conslow’s rt performance is a joke and it shows in pretty much every “next gen” game, not too bad for their prices but by the time they will be phased out they will be keeping back games for years, just like the laughable hdd’s and jaguar cores still do to gaming even today.

Leave a Reply

Your email address will not be published. Required fields are marked *