The Witcher 3 HD Reworked Project Next-Gen

New The Witcher 3 HD Reworked Project NextGen Edition video shows off Skellige

Last month, modder ‘Halk Hogan PL’ revealed that he’s working on a new version of the HD Reworked Project for The Witcher 3 Next-Gen. And today, the modder released a video, showcasing some of the new and improved textures.

In this video, we get to see the Skellige area. Thus, you’ll get a glimpse at the enhanced textures that will be coming in this upcoming version of this mod.

As we’ve said, and while CD Projekt RED has included the latest version of this mod in the Next-Gen Update, it’s still not perfect. And, to be honest, I don’t believe it’ll ever be. Nevertheless, the modder will be working – at least for now – in newer versions of it.

Halk Hogan PL claimed that the list of changes and new improvements is really long. Moreover, the quality of assets is on a much higher level than you could experience in the last available version of HDRP (12.0 Ultimate). What’s also cool here is that this upcoming version of HDRP will also work with The Witcher 3 V1.31/1.32.

Enjoy the video and stay tuned for more!

The Witcher 3 HD Reworked Project NextGen Edition - Skellige Preview

22 thoughts on “New The Witcher 3 HD Reworked Project NextGen Edition video shows off Skellige”

    1. Interesting. I played about 150 hours during my Christmas time off and didn’t notice any problems.

      Roach, on the other hand, is still as obstinate as ever.

      1. I play it on DX11 because DX12 is completely broken and i may run to a place and Geralt will keep running like someone’s holding him from his back. Plus, boarding a boat and going for the steering stick in one go is impossible, and the same happens. Geralt walks to an invisible wall and you have to stop-start a few times until Geralt has moved a few cm to get the message to steer.
        Roach is, omg. He has his owm mind, steering wherever he wants whenever he wants and also may get stuck on low bushes of tree branches.

          1. DX12 has Raytracing añd other effects and many more optimisations. It’s a better API as it’s closer to the metal (it’s an API that works at a lower level so less software “translations” taking place).

          2. I should’ve been more clear, “So what’s the point/advantage of using DX12 instead of DX11 IN THIS GAME”. Because I already know what DX12 is and how it works. But thanks anyways for the clarification, can always learn something new. With that said, then why is DX12 so sh*t in just about every damn game and especially this one. Because the DX11 WAS clearly more opportunities and stable in update 1.31. As of right now, this game is a mess and the whole Raytracing doesn’t provide enough juice to worth its squeeze. I think I’m going back to DX11 TONIGHT!.

          3. The nextgen update of TW3 introduces Raytracing effects. It DOES look better with proper reflections and shadows etc but the performance hit is too great, plus changing APIs from DX11 to DX12 needs A LOT of optimizations to make it work properly and this doesn’t seem to be the case here. The game (DX12) suffers from massive amounts of stutter, crashes and could only be playable with a 4090 and DLSS3 with frame generation.

        1. I think CDPR introduced an “alternate movement” setting that changed the style somehow — if I remember right it made it feel weightier, something like the Euphoria engine in newer Rockstar games, but I could be wrong. It might be worth toggling that if you haven’t tried it.

    1. “Modification it’s coming for complete edition (4.0+) but also for old 1.31/1.32 versions”

      Says the developer

  1. Reverted back to the previous version of TW3, I will wait for this mod, use DLDSR to get rid of the shimmering and will play the ultimate edition that way. The new CDPR version is way to brutal on the CPU for no reason.

    1. It’s brutal in every damn way. I actually thought about going back to 1.31 and modding. Because all the mods are broken now and requires heavier and deeper file modding to work. Where as before you just dropped mods into mod folder and be done with it. The game is really buggy as well. I felt like this was all about raytracing in a game that is vastly opened world, where GPUs aren’t ready for it. The game just feels bork. They also changed how toxicity works. You just die now once toxicity rises.

  2. I admire this guy’s work. Probably the only modder who removes shine from objects and textures—he clearly understands how reflections should look. High quality manual work, no upscaling nonsense. Those metal bars are just ?

    1. >High quality manual work, no upscaling nonsense

      He stopped doing manual upscales for the vast majority of textures almost 3 years ago. He uses ESRGAN with publicly available custom AI models trained on game textures specifically.
      This is the kind of high quality AI upscaling you can get if you know what you’re doing and you’re not lazy about it.

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