
We want to make sure you don't really feel it, you don't see it, but those are the kind of things we changed." On foliage density, you'll see it's a little lighter. "With shadow cascades, on platforms like PC, we had four if I recall here you'll have two – one closer to the player, the other a bit further away.

I would say you get roughly 20 per cent shorter than the PS4," says Chrzanowski. Read more: The best games of 2019 so far, rankedĪ few technical changes also helped shrink the voluminous game, such as draw distance – the number of objects visible as the view disappears into the horizon – and shadow cascades, the number and quality of shadows cast by objects. It's mostly about the GPU and how many objects it needs to render in a scene, and then it scales down to make sure you get a proper frames-per-second performance." "It's adaptive for if you have some heavy loads and it depends on a few factors. "We use dynamic resolution," says Chrzanowski.

It also plays perfectly smoothly, with no noticeable slowdown or lag. The image is arguably a little softer overall, but all the detail that players familiar with the PC, PS4, or Xbox One versions of The Witcher III might expect is there. Playing the game at a preview event at Nintendo's offices, it's hard to discern much difference in the game compared to its incarnations on more powerful consoles, despite the compression and digital trickery.
