CDPR's self-developed "TurboTECH" technology has been exposed! It has been applied to "The Witcher 4"
Unreal Engine recently released a speech video of the 2025 Orlando Developer Conference, which mentioned the details of CDPR's technical cooperation.
According to Reddit user MrFrostPvP-observation, Epic engineer Ari Arnbjörnsson (formerly "Return of Death" develops the "Fast-Geo Streaming" level loading plug-in for Unreal 5.6, eliminating lags through high-speed resource loading/unloading. This technology has been applied to the "Witcher 4" technical demonstration, that is, CDPR's self-developed TurboTECH technology.
Ari pointed out that this kind of method of eliminating lags is not unique to Unreal Engine, and CDPR's self-developed RED Engine also adopted similar ideas in its early years.
In addition, he also emphasized the key to the problem of stuttering shader compilation: the PC hardware is large, and developers need to complete local precompilation when the player starts for the first time, otherwise the GPU needs to wait for the CPU to compile the program in real-time rendering, resulting in performance fluctuations. He called on developers to value basic quality assurance rather than blame the problem on the engine or technical framework.