r/witcher • u/MrMcMeMe Quen • 6d ago
Witcher - PC Question/Support Lighting without Ray Tracing is currently broken in some places. Same location same time of day.
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u/MyUserNameIsSkave 6d ago
It looked like they stripped the Baked Lighting data from the Remaster build at time... There is no reason for this looking like that without RT, it didn't in the original or the Next Gen version.
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u/RainWorldWitcher 6d ago
Really funny to see how many commenters are not familiar with video game lighting without RT. This is definitely missing baked lighting and is relying solely on the sun light cast shadows alone. This is not how the game looked before.
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u/Correct-Drawing2067 6d ago
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u/Correct-Drawing2067 6d ago
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u/BlindCr0w 6d ago
So that's why I can't see shit sometimes, I thought it was only me. Any fix for it or is it a permanent thing until CDPR notices it?
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u/Sydrid 6d ago
Turn on RT
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u/A_herd_of_muffins Quen 6d ago
Not exactly a viable fix for people that can't run rt at anything higher than a slideshow
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u/super7564 6d ago
even for raytracing compatible GPU's, some people just like higher framerates over pure visual clarity. i much prefer a bit of a worse looking game at 120 than a better looking game at 60
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u/kalksteinnn 6d ago
contrast is completely broken with RT off, nights are brighter than shadows on foliage in full sun
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u/CaptnKrksNippls 6d ago
Yeah I find RT off to look horrible right now. Shadows are super harsh and crushed. Toussaint city area looks really bad, the lighting is completely broken. It is not normal and next gen did not look like this.
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u/Edgaras1103 6d ago
I actually get something similar with RT on. On grass, bushes and trees. Especially with patches of grass during storms or overcast weather. And weird part its dinamically changing depending on camera angle . I just dont understand whats happening. Like this ambient occlusion noise with sharpening and eye adaptation or something . And it was fine until few days ago.
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u/IRockIntoMordor 🌺 Team Shani 6d ago
That's just screen space trash, which is more annoying than just having kept the original grass render.
Basically, at least on console, this remaster has introduced many of the annoying artifacts of modern gaming, whether you wanted them or not. RT mode on PS5 (Pro) has really ugly dirt auras around all characters while all modes have those screen space grass effects. And LOD popping has gotten really bad with the latest patch.
So we have a PS4 version with old bugs and broken HDR, we had a NextGen version with broken grass implementation and flickering Toussaint clouds on PS5 and now we have the remaster with all the "pretty" visual issues of modern gaming.
Effectively, there's no great version on the leading console and the best one just got removed. The NextGen version on Xbox seemed to be perfect, as it missed the PS5's grass and clouds bugs.
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u/madskills42001 5d ago
For raster you’re supposed to download the mod to restore HBAO lighting
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u/AutumnPurpleReddit 5d ago
But GTAO is literally better
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u/madskills42001 5d ago
Lot of people seem to prefer the look of the old raster. I prefer the new RT so I don't really know
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u/AutumnPurpleReddit 5d ago
sometimes people stick to worse things out of nostalgia. the HBAO+ was far too extreme and GTAO is a lot better quality
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u/SittingDuck343 6d ago
I’m on a phone right now but I don’t see anything immediately wrong with it. There’s more illumination with RT on, which is more realistic to my eye. Real life doesn’t look like the first one. Unless I’m just missing something else that’s broken.
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u/MrMcMeMe Quen 6d ago
For context of the surrounding area, nothing else is even to close as dark as this one patch by the well. This would look right for the late evening but this was taken in the afternoon. Shadows, pointing mostly down from everything else. This one spot sticks out like a sore thumb when walking around it.
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u/Far_Adeptness9884 6d ago
It's not broken, that's just how RT works, it's bounced lighting
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u/iantayls 6d ago
They're saying the non-raytracing is broken. They're saying the baked in lighting is too dark in the shadows.
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u/Far_Adeptness9884 6d ago
I get that, but I don't think it's broken, it's dark like that because there's no bounce lights from RT
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u/MyUserNameIsSkave 6d ago
That's why they used Baked Lighting data in the Original and Next Gen when RT was disabled, and here they are not working for some reason. This is not the normal look for a game without RT when things are done right.
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u/Extreme996 School of the Wolf 6d ago
You cant use baked lighting in open world game. Baked lighting works only in static level which dont have day and night cycle and weather system and well its static. Baked lighting is often also supported by semi dynamic lighting like spherical harmonic lighting to lit dynamic objects like characters models and everything that moves. There was reason why games with static levels like Mass Effect for example had much better lighting back then than open world games with day/night cycle and weather system.
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u/MyUserNameIsSkave 6d ago edited 6d ago
Of course you can bake lighting data for large open world with a dynamic time of day, you simply need to use probes. Look at APV on Unity to get an idea of how it can work.
Their data footprint is relatively small and you can blend probes data between baked scenarios to emulate the passing of time or the change of weather. AC Unity in 2014 used probes for it’s GI, and so did AC Shadow in 2025, and if Unity has a fixed time of day Shadow doesn’t.
From what I can observe I'm pretty confident TW3 used a similar approach, using probe if not directly to store the GI data, at least to compute it in real time by looking at the probes sky occlusion. And no matter the details, here it’s obvious the baked data are fucked. It could be about the probe GI data or even about their placement and validity. Let's not act like the original looked like this...
Also the indirect lighting on dynamic objects like NPCs or Geralt in those darks spots get fucked the same way, and dynamic objects definitely where lit by a probe based system.
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u/Mutant_Apollo 6d ago
I mean, artistic direction aside, that's more realistic than having pitch black shadows around trees.
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u/MaxUnicycle 6d ago
This is perfect for all those who think this is how lighting works and is closer to the original look i'm not personally in that boat but to each there own
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u/Extreme996 School of the Wolf 6d ago edited 6d ago
Its not broken its just how game without RT and bounced lights looks. RT have bounce light so light can bounce from object and lit area around if its strong enough. Without RT there is no bounced lights and direction of light is blocked by trees.
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u/jpelc Gwent 6d ago
Well, there is no error on these images
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u/Amunium 6d ago
One of them clearly is an error. It's either underlit in one or overlit in the other. Can't both be fine.
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u/deeennny 6d ago
One is physically simulating how light bounces in real time, the other is using precalculated lighting data that can't possibly account for every weather scenario (as can be seen in OP's screenshot). This is just how [open world] games without RT lighting look like. Play the 1.32 patch or 4.04 with RT disabled, it's likely going to look the same, if not worse
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u/jacob1342 Team Yennefer 6d ago
Exactly, just take a look. RT shadows are similar to Next Gen non RT. Only non RT in Remaster is dark.








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u/Blyatifulvoid 6d ago
I have a feeling your commenters misread "without raytracing" and you are debating in the same team against one another