The collector’s edition of the Xbox One version of The Witcher 3: Wild Hunt will feature exclusive content in the shape of a card game called Gwent, CD Projekt RED announced at Gamescom 2014.
According to the developer the card game has been carefully designed to allow two players to go competitively head to head.
The deck contains soldiers, demons, other units and spells. In total there are 150 cards, with four faction classes to play as. They are the mighty and cunning Nilfgaardian Empire, the brave Northern Realms and their siege weapons, the agile and devious Scoia’tael, and the brutal monsters of No Man’s Land.
“Gwent is every adventurer’s first choice when it comes to one-on-one card-based dueling,” reads a press release. “Take risks and think on your feet, strategize and deliver cunning combos, use potent magic and mighty hero cards and be the last one standing on the field of honor!”
In addition to that the Xbox One collector’s edition will also include a cloth map of the game world.
^downloading ! its 40 mins long !!
The devs say probably no to 1080p on consoles. Bah
I know! Did you see that recent screenshot?
The devs say probably no to 1080p on consoles. Bah. My PC is too old (C2Q 9650) to be worth upgrading the gpu for so 900p it is
What are the console settings? High? Medium? Any ultra settings enabled do you think?
I know! Did you see that recent screenshot?
if that's the case, i hope they use SMAA atleast....i wonder why they didn't say they would have the same resolution when asked back then
Your CPU's not that slow. It should still be able to keep pace with the console CPU's (or better) - especially with a bit of an overclock, so a cheap GPU upgrade to say a 7950 or 280 (non-x) should make a pretty fast gaming system capable of 1080p in this game at console settings.
There's always the extra cinematic widescreen solution.
Oh no cancel your preorders! 900P is a tragedy.(sarcasm)
This game will look great at 900p on both consoles. Hopefully by going with 900p they can get the gameplay at a locked 30fps.
The Witcher 3: Wild Hunt developer CD Projekt Red has responded to a recent report that quoted a developer as saying the ambitious RPG may not run in 1080p on PlayStation 4 and Xbox One. CD Projekt Red marketing manager Tomasz Tinc tells GameSpot today that the studio is constantly optimizing the game, and explains that a final resolution has not been determined.
"As [The Witcher 3 visual effects artist Jose Teixeira] said, we are working hard on optimizing the game and nothing is set in stone," Tinc explained. "Our engine team remains optimistic and we will surely squeeze the most we can out of each console. I know you might be expecting concrete info like the final frame rate and resolution, but it's simply impossible to give you that sort of thing before the optimization process is complete."
This is not the first time the matter of resolution for The Witcher 3's PS4 and Xbox One versions has come up. In April, a Russian website claimed that the PS4 version of the game would run in 900p, while the Xbox One iteration would output in 720p--CD Projekt Red said this was just a rumor. And in May, CD Projekt Red CEO Marcin Iwinski said "there's a chance" the PS4 version will run slightly better than the Xbox One version.
Rashid Sayed: Many developers have talked to us about the Xbox One’ s eSRAM and the potential for texture streaming. But at the same time there have been others who think it’s too small for 1080p resolution will full effects active. Have you been able to take advantage of the eSRAM’s streaming capabilities for The Witcher 3 and has there been any development challenges due it?
Balazs Torok: I would say that targeting Full HD with a complex rendering pipeline is a challenge in terms of ESRAM usage. Especially when this pipeline is built on deferred rendering. We are definitely taking advantage of the ESRAM on Xbox One, and we know that we have to fit into these limits, so we are constantly optimizing the usage.
Rashid Sayed: One of the major challenges in creating a vast, expansive world is loading of distant objects. How are you handling the streaming and memory management so that the world loads in seamless manner?
Balazs Torok: After the Witcher 2, we completely rewrote the streaming system. The new system is loading the resources in a way so that the player can walk around in the world without any loading screens. This is a very big change in the engine and in the gameplay too.
Rashid Sayed: Furthermore, has the slower clock speed of the PS4/Xbox One resulted into thread management issues?
Balazs Torok: The slower clock speeds are not really a problem in terms of thread management, but they are definitely problematic in terms of performance. Optimizing the CPU side is definitely one of the challenges we have to tackle to be able to run our game on the consoles.
Rashid Sayed: Despite their similarities, the PS4 and Xbox One do have some decidedly unique hardware features. How will you be taking advantage of the PS4′s unified GDDR5 memory architecture? Are there any specific graphical features you’ve found to be possible only on the PS4?
Balazs Torok: We always want to provide the best possible experience to all our gamers regardless of the platform and so we are not aiming to develop special graphical features for any of them.
Rashid Sayed: What kind of Anti-Aliasing technology are you using for the PS4 and Xbox One versions?
Balazs Torok: We are still exploring some options regarding anti-aliasing but we are sure that it will be some kind of screen space anti-aliasing solution and not hardware MSAA.
Rashid Sayed: Do you think DX 12 will change games development scene on the PC and Xbox One? Especially the latter for the 1080p issue.
Balazs Torok: I think there is a lot of confusion around what and why DX12 will improve. Most games out there can’t go 1080p because the additional load on the shading units would be too much. For all these games DX12 is not going to change anything. They might be able to push more triangles to the GPU but they are not going to be able to shade them, which defeats the purpose. To answer the first question, I think we will see a change in the way graphics programmers will think about their pipelines and this will result in much better systems hopefully.