Witcher 3 Remastered Feedback

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AnklaX

Forum veteran
In this thread, I'll leave my feedback about the remastered edition.

Context:
My Witcher 3 hours played counts in the thousands. People say the game is hard but for me, it is my zen game, hence the massive hours put into it and I've always played the game in death march. Only one or two quests really make me focus like the one where statures come alive. I have been playing Witcher 3 quite a bit recently before Remastered came out so I'm in form and can compare the pre and post Remastered versions. So far, I've started new playthrough and I'm currently Lv 6 having completed the Baron's quest and now heading toward the Whispering Hillock.

A mix of good and bad:
First, movement and combat. The new smoother movement is great and Geralt doesn't keep stumbling down stairs that is great. But combat has become difficult not because the enemies are better but because of Geralt's movement. Even at the beginning tutorial with Vesemir, I had difficulty with short dodge. Vesemir hit me every time. Is there larger lag? I'm not using RT or frame gen. It seems I had to press the dodge button earlier than before to make it. Also, the next action after the dodge also takes longer causing me to get hit again and again. I adjusted with the new requirements and made it through. But fighting multiple enemies have become a nightmare. In the mission to lift the curse from the botchling, it became impossible to deal with the horde of spectres. I don't like to roll dodge but I had been reduced to using it but still it didn't help. I was well prepared, had the Temerian with buffs and potions but in the end I had no choice to revert to the old combat and movement response to finally succeed that mission. Even with this, I found that I'm dispatching enemies with far less grace than I used to before. It seems the enemies cover a longer distance with their attacks like drowners and spectres. I'm not sure. Is it? Would it be possible to have the new movement response for exploration while having the old system for combat? That would be best.

Graphics:
I tried RT but I don't find it necessary. I prefer a flat frame-time graph. So my graphics feedback is based on non-RT graphics. It is hard to describe image quality perfectly so I'll begin with the summery and then go into details.
The look and exposure with Remastered has gone in the right direction but it has gone too far in that direction. CDPR should dial it back a little IMO.
It seems base exposure is too high and the color temperature is cooler now. Witcher 3 had a warm tone to it which made it look not just beautiful but gave the game its signature look. Warm tone also means that greens and blues suffer but a little bit overall warm color temperature looks nice. Toussaint's sky used to be totally the wrong color but that was the signature look of Toussaint and everyone liked it. The colors now pop better now but at the same time they're washed out and this goes even if bloom is turned off. The bloom makes some scene really cool like when talking to a person outside with the sky and sun is out of the camera but behind you. But I think bloom should be dialed down a little. I'd ask put back just a little warmth into the light and dial down bloom and if they increased gamma, dial that down a little too.

Sound Issue:
Voices sound volume becomes very low at times. I have to restart the game. Someone needs to fix that.
Also, when you meet Anna in the orphanage, her voice is too loud. Was that intentional?

This is a big miss:
How is it acceptable that the Remastered edition comes out after a decade but we don't have a quicksave button on pause menu? I play on PC but with gamepad and I don't like to touch the keyboard when I'm laying back playing the game. CP2k77 has it. Why can't Witcher 3? Witcher 3 should have it.
 
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Just wanted to share some appreciation for the remastered version on Xbox. CDPR did an incredible job updating the visuals, lighting, and general quality-of-life features. It genuinely feels great jumping back onto the Path.

That said, I was really hoping there would be an option or toggle to reduce or completely remove the camera head bob while walking, running, and sprinting during exploration. Over long sessions, the constant swaying can get a bit tiring on the eyes. - Since the cross-platform modding support is now rolling out on consoles, I'm really looking forward to seeing what the community can pull off. Hopefully, someone manages to put together a smoother, steadier exploration camera option for console players soon.

Otherwise, happy to be back on the Continent!
 

AnklaX

Forum veteran
After four days of playing Witcher 3 here's more issues I noticed:

Combat:

Tavern brawl with Zoltan. When you fight the rabble after meeting Zoltan in Dandy's inn, Geralt doesn't hit the enemies. He just shadowboxes. Punches and kicks just don't land on enemies.

Wyvern enemy detection:
You could stand under a Wyvern that is flying high and it won't detect you and just keep flying!

Fist fight:
Turn off attack direction in fist fights. It is unnecessary. Make it like it was before. It was not possible to attack and miss the opponent but now it is. If you add direction to attack where there is no one, Geralt attacks the air! This is totally unnecessary in one-on-one combat be it in or out of fist fights.

Lighting:
The RT effort was a total waste of time and resources for CDPR with Witcher 3. The game was not initially built for it and it is clear to see. Take the shirt for example. The folds in the fabric was made to look 3d on a flatter model. These suffer under RT making the shadows wash out and the entire shirt becomes brighter. Witcher 3 is originally a very visually stylized game. Now you want to add RT a decade elater which is supposed to give accurate light simulation and the two really isn't working together. If I was told I could pick only one of two choices - the new or the old lighting, I'd pick the previous one and I can confidently assert that if you took a vote, the majority will chose as me.
Originally, Toussaint's sky was totally the wrong color. It was close to turquoise than blue but nobody complained because everybody understood it was the intended style for that region and everybody loved it. RT messes up that look. RT is messing with Witcher 3's identity.

Having said that, it's not as if there's nothing good about the new. I like foliage shadow on faces. They used to annoy me but now they are smooth. It's the DLSS implementation, isn't it? There are negative sides of that too. I love to set my eyes on freckled faces and those faces have reduced detail now like Yonna, the master armorer of Crow's Perch or Triss. Speaking of DLSS losing details, look at Francis bedlam's head with and without DLSS, you'll see.

Skin issue:
Skins look a bit darker especially in shaded areas. There's a slight black tinge on faces. I can't quite describe it. Sometimes it is subtle but at other times not. Is it just the lighting change or was the skin shader and scattering also changed? At the starting dream, Yennefer looks almost brown skinned now. I was playing with settings maxed out without RT, which the game is originally designed for. I have no issue with brown skins, I am brown myself and harbor no inferiority complex but compare the original and the new and it is clear to see new doesn't automatically mean better.
This is true for others too. They just look bad. Priscilla's song scene also looked worse.
The little pinkish hue of white faces is there but somehow it seems to have a slight black tinge which doesn't look good especially in dark areas. Witcher 3 used to capture that like no other game I've ever seen. Now it is gone.
Meeting Triss before going to the Hunters, again you can see the downgrade. This game used to be like a dream sequence. Makes me want to go back to the old graphics.

Interior lighting:
Also the new dream scene is too dark because of the new lighting. Maybe there should be more candles lit inside or maybe fixing the interior lighting inconsistency will fix that? Some interior can be too bright like the inside of Graham's hut or Madame Irene's place while some spaces can be very dark like where you find Corinne Tilly or both partly dark and partly bright like Sigi's vault So interior lighting clearly needs fixing and in some cases reverting to old settings will be the right choice.

Oversaturation:
I don't mind the new adjusted bloom after 5.00c. It's toned down and shows more detail in dark areas so the exposure setting in the main lighting could be toned down and I think they need to be. Under well lit lighting confidants, colors look so oversaturated they appear to be glowing and really pop out of the scene like the reds and whites. This is jarring and immersion-breaking. Dirty, old, raggedy white clothes can look too bright. So does Menge's collar and some dresses with white sleeves and Geralt's shirt too among others. The reds on priests robes, NPC hats, socks and many others are like glowing in brightly lit outdoor spaces. Certain shades of brown look washed out like leather items. These are not nitpicks as they really stand out in a scene and look too odd.
Seems the maximum brightness and color saturation needs fixing. Unless you'll have to recolor the textures to adjust to the new lighting, no? Who knows in what new ways that will mess the game up. So reverting or getting closer to older settings seems the right choice for me.

Conclusion:
This whole thing clearly shows that fixing a game is no joke. You change one thing and a lot more needs changing. This is not the first time it happened. But I'll give credit to the devs for having the grit to go back and change things up again knowing full well this will require more to fix further new issues. While commendable, I'd advise that after this current update issues are fixed and Songs Of The Past is done, "Give it a rest, mate". Forget about tweaking Witcher 3 more but not before fixing the current state of the game.
 
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Title: Cross progression cloud icon disappeared on Switch 2 after PS5 updated to 5.00b

Body:

Hi CDPR support,

I'm playing The Witcher 3: Wild Hunt – Remastered on Nintendo Switch 2 (digital copy, upgraded for free from my Switch 1 version).

Issue: The cloud save icon next to my saves has completely disappeared. I cannot upload or sync my saves to the cloud, and the "Cross Progression" button in the load menu is gone or not working.

What happened:

• Cross progression was working fine between my Switch 2 and PS5 right after launch (Sept 29).

• After PS5 received the 5.00b patch on Oct 1, the cloud icon on my Switch 2 suddenly vanished.

• Now all my saves show no cloud icon at all.

Current versions:

• PS5: 5.00b

• Switch 2: 5.0.2 (still the launch version, no 5.00b patch available on eShop yet)

What I've already tried:

1. Connected through a VPN/proxy (thought it was a network issue in mainland China) — no change.

2. Restarted the Switch 2 completely.

3. Checked Options → Gameplay → Cross Progression toggle — it was on, but the cloud icon still doesn't appear.

4. Manually creating a new save — no cloud icon shows up either.

Question:
Is this because the Switch 2 version (5.0.2) is no longer accepted by the cross-progression servers after PS5 updated to 5.00b? Do I just need to wait for the 5.00b patch on Switch 2 to restore cross progression?

Any help would be appreciated. Thank you!
 
Title / Topic: [Feature Request - Xbox Series X] Add Graphics Toggle to Main Pause Menu

Hello CDPR Team,

First, thank you for the incredible work on The Witcher 3 Remaster!

I have a Quality of Life suggestion regarding the pause menu on consoles (or all platforms for that matter). Currently, switching between Performance Mode and Ray Tracing Mode requires opening the menu, selecting Settings, navigating to Display, and then selecting Graphics.

The Suggestion:

Would it be possible to place the Graphics toggle directly on the main pause menu screen, right underneath the Settings option (as shown in the attached mockups)?

Why this helps:

Performance Mode (60 FPS) is ideal for fluid combat and open-world exploration. However, during cinematic dialogue and cutscenes—especially when capturing video clips—Ray Tracing Mode offers stunning visual quality. Having a quicker toggle right on the top-level menu would make dynamically switching between the two modes seamless without constantly navigating nested sub-menus.

Attached are two screenshots illustrating where this could live. Thank you for considering!

The Witcher 3_ Wild Hunt — Remastered-2026_10_03-21-20-34.png
The Witcher 3_ Wild Hunt — Remastered-2026_10_03-21-20-46.png
 
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