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The Witcher 4 adopte une approche console en priorité

Authore: StellaMise à jour:Oct 29,2025

CD Projekt a détaillé sa décision de prioriser le développement sur console pour le très attendu The Witcher 4, marquant un changement par rapport à sa précédente stratégie axée sur le PC.

Ce mois-ci, CD Projekt a dévoilé une impressionnante démo technique de The Witcher 4 construite avec Unreal Engine 5, offrant aux fans un premier aperçu du potentiel du jeu.

La démo PlayStation 5, fonctionnant à 60 images par seconde, suit Ciri dans la région inexplorée de Kovir alors qu'elle entreprend un contrat de chasse aux monstres.

La démo révèle un niveau de détail sans précédent, avec des animations fluides dépassant les capacités des consoles actuelles. Ciri et son cheval Kelpie affichent des mouvements et des interactions remarquablement réalistes avec les PNJ tandis qu'ils traversent les montagnes de Kovir vers le port animé de Valdrest. Notamment, une scène de marché brièvement peuplée de 300 PNJ animés précède la révélation de Lan Exeter - la capitale glaciale de Kovir et principal centre commercial.

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Le vice-président de la technologie de CDPR, Charles Tremblay, a expliqué la stratégie "console d'abord" à Digital Foundry, déclarant qu'elle répondait aux défis de développement passés.

"Auparavant, nous développions pour PC et réduisions les spécifications", a-t-il noté. "Après avoir rencontré de nombreux problèmes, nous adoptons cette fois une méthodologie 'console d'abord'."

Ceci reconnaît le lancement désastreux de Cyberpunk 2077 sur console en 2020, qui avait poussé Sony à retirer le jeu du PlayStation Store et à rembourser les joueurs. CD Projekt avait ensuite admis ne pas avoir suffisamment optimisé le jeu pour PlayStation 4 et Xbox One.

Le studio s'est depuis rétabli grâce à de nombreux correctifs, transformant Cyberpunk 2077 en un titre à succès qui est même sorti sur Nintendo Switch 2.

Captures d'écran de la démo technique The Witcher 4 Unreal Engine 5

Voir les 13 images

The Witcher 4 n'étant pas attendu avant 2027 au plus tôt, CD Projekt vise à éviter les erreurs passées. Le directeur artistique global Jakub Knapik a expliqué leur raisonnement pour augmenter les spécifications à partir des consoles.

"Nous établissons d'abord les fondations de base", a-t-il déclaré. "Augmenter les spécifications s'avère plus efficace que de les réduire à partir des spécifications PC."

Tremblay a assuré aux joueurs PC qu'ils recevraient toujours des expériences premium, rappelant les origines de CDPR en tant que développeur PC.

"Nous restons engagés à fournir des expériences adaptées au matériel", a-t-il souligné. "Les joueurs PC méritent le plein potentiel que leurs systèmes peuvent atteindre."

La Xbox Series S présente des défis particuliers pour maintenir des performances à 60 images par seconde. Tremblay a reconnu cela comme un travail technique non finalisé nécessitant des solutions.

Bien que des années de développement restent à venir, la démo technique démontre la vision ambitieuse de CD Projekt pour le potentiel de nouvelle génération de The Witcher 4.

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