The REDengine demonstrated its capability to create great adventures for the first time in The Witcher 2
CD Projekt RED sent out a press release announcing REDengine 3, the third iteration of their in-house technology created for RPGs set in vast open-worlds with improved tools for spanning truly nonlinear stories that are based on real player choices and consequences.
The technology uses high dynamic range rendering with 64-bit precision that ensures superior picture quality with more realistic and precise lighting without losses derived from reduced contrast ratio. A flexible renderer prepared for deferred or forward+ rendering pipelines has a wide array of cinematic post-processing effects, including bokeh depth-of-field, color grading and flares from many lights. A high performance terrain system allows multiple material layers to be efficiently blended and uses tessellation for the best possible detail. T
he technology also includes seamless blending between animations and physics along with many more features. The engine uses CD Projekt RED's new version of its proprietary REDkit editor with tools made specifically for RPG game creation. The editor can build complex, branching quests and set them in a free roaming environment with a simplicity not achieved by similar toolsets.