Witcher 4 tech demo ray tracing setup

Hi!

We are going to switch again HW raytracing soon on the project, and based on what was presented at UnrealFest Orlando 2025, i was wondering if it would be possible to share the info on the setup and the cvar setup that was presented for Witcher 4 tech demo (road to 60 fps presentation). Our goal is to run at 60fps, on PC/PS5/XSX and last time we tried, we were running at 30fps, and had much more instance in the scene than the stats shown at UnrealFest.

Thanks! :slight_smile:

Hi,

Thanks for expressing your interest in trying out the new HW raytracing features. I just wanted to let you know that the demo at UE Fest Orlando used some tech that is not yet fully integrated into the engine, so your mileage may vary in performance. However, I can share some of the console files we used to target 60fps on the PS5. I had to redact some of the information in those files, but the information should give you a sense of what settings you can use to achieve similar performance for your title. Please let me know if you have any further questions.

Thanks for sharing that!

Looking at both file, i do not see much in regard to setup for HW ray tracing(no enabling of it, etc)?

Was it because enabling those were set in the DefaultEngine.ini instead of being console specific?

Thanks again!

Hi again,

Yes, you are right! I missed the DefaultEngine.ini on my first pass, and there are a few more cvars available there, which I attached here. As with the previous file, itโ€™s been heavily redacted, so this should serve as a starting point to help you understand how to set your defaults. Please let me know if anything is unclear.

Thanks Tim for sharing all that info!

You are welcome! I will close the ticket then, since this should cover the question. Please feel free to reach out if you need any guidance.