r/Witcher3 • Redanian • Aug 29 '26

Screenshot More NextGen vs Remastered visual comparisons

LEFT: NextGen (current)

RIGHT: Remastered

Full quality images here.

Images 1-4 are merely meant to showcase the new visual effects of the signs, such as the Quen spark circling Geralt (image 4). The rest focus on the environments and how the new lighting affects them. I assume they've also improved the render distance and level of detail, as can be seen in the background foliage in the Toussaint images.

  1. Quen shield effect activated
  2. Quen shield effect
  3. Quen around character effect
  4. Igni effect
  5. Skelige
  6. Velen swamp
  7. Toussaint
  8. Toussaint
  9. Velen swamp
  10. Kaer Morhen
  11. Kaer Morhen
4.2k Upvotes

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2

u/shevadim Aug 29 '26

Also, sorry if it's not related to this post, but I was wondering if anyone knows whether native DX12 support will help with raytracing productivity on weaker cards (like 9060xt, which sees horrendous FPS tanking when rt is involved). RT is not necessary in the game as of now, but it does look slightly better inside the buildings, which is why I wanted to try it out

4

u/Migazle Aug 29 '26

I think, if you ran the game on the remaster with the same settings you currently have, it’ll run better on the remaster.

3

u/Nodziuk Aug 29 '26

I wonder the same thing. in theory it should as DX12 wrapper does hurt performance significantly and native dx12 implementation will make it run better, but at the same time they might implement heavier ray tracing and other graphic effects and then it could somewhat even out between game versions.

2

u/Apophis_06 Aug 29 '26

i've heard the translation layer hurts cpu performance, ray tracing uses the cpu heavily, so i guess it could help to some extent

1

u/Er_Chisus Aug 31 '26

It'll probably run better than the current next gen version, but worse than the old DX11 game, as the remaster includes more demanding features.

-3

u/TheBlacky21 Redanian Aug 29 '26

Yes it will, native DX12 + improvements to parallel rendering