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The next generation of Wizards 3: hunters will focus on optimizing CPU usage issues and fixing a series of Bug

2025-04-05 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >

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CTOnews.com, February 13 (Xinhua)-- CDPR officially released the next-generation version of Wizarding 3: hunting at the end of last year, bringing many improvements such as Chinese dubbing and ray tracing, but the new version has always had performance problems.

Tonight, CD PROJEKT officially announced a follow-up solution to the optimization problem, which will focus on the game's CPU usage.

CD PROJEKT says:

When "Wizard 3: hunting" was first released in 2015, it was mainly based on a single-threaded engine architecture, in which the main thread runs the game, the rendering thread executes the drawing, and other worker threads assist in carrying out the work as needed.

In the next-generation update, we want to add ray tracing to the game, which means we have to use D3D12. The way we use D3D12 is through D3D11On12, that is, using the D3D11 interface to run D3D12. Although D3D12 can perform rendering and cross-thread distribution more efficiently, our renderer cannot make full use of its performance because it is still mainly based on D3D11 development.

We are working hard to improve performance in this area, but due to technical limitations, the renderer will still operate mainly in a single thread.

In addition, Wizards 3: hunting is a REDengine3 game released in 2015, when game designs generally used fewer cores. When the game was developed and released, Windows 10 and its accompanying DirectX 12 were not yet available.

REDengine has been improved over the years, and the multi-core Cyberpunk 2077 was developed using REDengine4. Although we used D3D12, the core architecture of the game remained unchanged when the light-chasing technology was ported to Wizards 3: Hunt.

CTOnews.com summary, the questions currently being investigated by CD PROJEKT are as follows:

Performance of DirectX 12: it will improve the overall performance and stability of DirectX 12, and players are expected to see improvements in the upcoming Hotfix.

Performance on next-generation hosts: CD PROJEKT receives a response from many players when the frame rate drops when the next-generation host is playing games in performance mode. This is especially true in game areas with higher performance requirements, such as Novigri and Buckland.

Improvements in raytraced global lighting: CD PROJEKT is working to reduce light leakage from global lighting.

Ray-traced Shadow improvement: CD PROJEKT is investigating problems with vegetation shadows that pop up based on Jelot's distance and angle.

Restore horizon-based ambient occlusion on PC

Game flashback: CD PROJEKT will investigate the cause of the game flashback through telemetry and player responses.

Combat preparation tasks still fail to play properly after the version update: CD PROJEKT said that some players encountered problems with Avalak before the 4.01 update, and now they may encounter problems with no dialogue options to advance the mission, and are investigating the root cause and fixing it.

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