
Huge meshes (like mountains) can cast terrain shadows.Blend sharpness can also be varied depending on whether the materials would blend in a blurry way (mud, ice, dirt) or in a sharp way (snow, sand, grass).A "slope-based damp" feature allows to separate artificial materials that normally are displayed on flat surfaces and natural ones that are often displayed on sloped surfaces, having them behave differently for the best visual result.

Terrain texturing is achieved with two different materials combined, a background one (for instance rock) and an overlay one (for instance snow).Tessellation gives the best results with maximum factors of 8 or 16, which is good especially for console GPUs.The distance between vertices of the terrain is 0.37 cm. The city of Novigrad is 46 by 46 tiles in size.In addition to that, textures need to look good and not be deformed by slopes, terrain must cast shadows and extensive copy-pasting needs to be supported when needed for general landscape. The objective is to support 16384^2 resolution maps, have less than 0.5 meters between vertices of the terrain, various landscape characteristics, holes in the terrain itself to include caves, and being able to do everything with a relatively small team.
THE WILD AT HEART GDC OFFLINE
THE WILD AT HEART GDC SOFTWARE

The Core team is separate and includes 50 developers working on the REDengine and on tech for all the games of the studio.The Witcher team is made of 200 developers split in two business units.
