by Julian Oct 03,2025

CDプロジェクトレッドは、Xbox Series Sで『ウィッチャー4』を60fpsで動作させることに重大な技術的課題があることを確認しました。このハードウェア制限が次世代開発にどのような影響を与えるかを解説し、ゲームの革新的なクエスト設計に関する独占的な情報をお届けします。

2025年の「State of Unreal」で公開された『ウィッチャー4』の技術デモは、驚異的なビジュアル性能を示す一方、Xbox Series Sにおけるパフォーマンス制約も明らかにしました。CDプロジェクトレッドはPlayStation 5では安定した60fpsを達成しましたが、マイクロソフトのエントリーモデル機では最適化に大きな課題を抱えています。

6月14日にDigital Foundryが行ったインタビューで、CDPRのテクノロジー担当副社長チャールズ・トレンブレイは「Series Sで60 FPSを実現することは間違いなく非常に困難だ」と認めました。これはSeries X|S版間のパリティ要件を巡る開発者たちの不満を反映しています。

業界の懸念にもかかわらず、マイクロソフトゲーミングCEOのフィル・スペンサーはEurogamerに対し「Series Sを切り捨てる世界は考えられない」と述べ、一貫した支持を表明しました。マイクロソフトはSeries Sの互換性を、ゲーミングハードウェアの多様化を見据えた前向きな準備と位置付けています。

Nintendo Switch 2の最近の発表を受け、CDプロジェクトレッドがUnreal Engine 5タイトルを携帯機プラットフォームに移植できるかどうかについて憶測が広がっています。Digital Foundryのアナリストは、フレームレート目標を30fpsに半減させれば移植が現実的になると指摘しています。

CDPRが『ウィッチャー3』と『サイバーパンク2077』のSwitch版移植で実績を残していることから、高い性能を求めるRPGを携帯機向けに適応させるノウハウを持っています。コーエーテクモのプロデューサー・枝柄琢人の「Switch 2の性能はPS4よりSeries Sに近い」という技術評価も有望な材料です。

ナラティブディレクターのフィリップ・ウェーバーは、『ウィッチャー4』が日常的なアイテム収集クエストを廃止し、より深みのあるストーリーテリングを重視することを明言しました。「単に見せびらかすためではない」とウェーバーはGamesRadar+に語り、単純な目的よりも成熟したテーマを掘り下げた探求を強調しています。

『ウィッチャー3』の高評価を得たサイドコンテンツと『サイバーパンク2077』の物語の深さを受け継ぎ、CDPRは『ウィッチャー4』のクエスト設計により高い野望と広範な創造的境界線を持って臨んでいます。
『ウィッチャー4』はPlayStation 5、Xbox Series X|S、PC向けに発売予定ですが、具体的な発売日はまだ発表されていません。CDプロジェクトレッドの野心的な次世代RPGに関するさらなる更新情報にご期待ください。
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