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Landscape creation and 
rendering in REDengine 3 
Marcin Gollent 
Senior programmer @ CD Projekt RED 
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Located in Warsaw, Poland 
Established in 2002 
Focused on RPGs 
The Witcher (2007, MC:81) 
o PC, heavily modified Aurora Engine 
The Witcher 2: Assassins of Kings (2011, MC:88) 
o PC, REDengine 1 
The Witcher 2: Assassins of Kings Enhanced Edition (2012, MC:88) 
o PC/X360, REDengine 2 
The Witcher 3: Wild Hunt  
o REDengine 3 
o Releasing in February 2015 
Cyberpunk 2077 (REDengine 3) 
o Release date TBD 
About CD Projekt RED 
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The Witcher 3: Wild Hunt 
35x bigger than The Witcher 2 
open world 
complex streaming 
a lot of tools refactoring 
different approaches 
DX9 -> DX11 
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●How we deal with terrain 
○streaming and LOD 
○memory footprint 
●How we distribute vegetation and debris 
○on-the-fly distribution 
○offline vegetation generator 
●Stamp tool and workflow summary 
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Support more than 16384
resolution maps 
Less than 0.5 meter inter-vertex spacing 
Various landscape characteristics 
Terrain holes for placing cave mesh 
Paint and fill it with a relatively small team 
oTerrain shape generated in World Machine and imported 
Terrain – 
Our objectives (1) 
Big expectations in terms of texturing 
oNice material blends 
oSlope-based, per-pixel  
Terrain must cast shadows 
Extensive copy-paste functionality over general “landscape” 
Terrain – 
Our objectives (2) 
Terrain - 
Clipmap in memory, having regions 
otexture array 
Working setup for Novigrad: 
o46x46 tiles, 512x512 each (23552
owindow res = 1024x1024 
o5 clipmap levels 
ointer-vertex space = ~0.37 cm 
o~74 km
3 streamed clipmaps 
oelevation (16 bit unorm) 
ocontrol map (16 bit uint) 
ocolor (32 bit, reduced resolution 
- 4096
in case of a 16384
elevation data set) 
3 runtime generated clipmaps 
overtical errors (64x64 common 
onormals (optional) 
oterrain shadows 
Terrain - 
Inspired by a Gpu Pro 3 article, 
similar technique applied to the 
Triangle count still very good 
Gives best results with max tess 
factors of 8 or 16, which is good 
especially for console GPUs 
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