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Cyberpunk 2 Creative Director Denies Elevator Loading Theories, Defends Move to UE5

Cyberpunk 2 Creative Director Denies Elevator Loading Theories, Defends Move to UE5

For years, players navigating the neon-soaked corridors of Night City shared a common belief: those long, awkward elevator rides were merely a clever ruse. It was widely assumed to be a method of masking the heavy lifting of asset streaming behind a closed door. However, CD Projekt Red has finally stepped forward to shatter this long-standing urban legend.

Igor Sarzynski, the Creative Director for the upcoming Cyberpunk 2, recently took to social media to clarify the technical reality of the first game. In a post on Bluesky, his comments debunked the "loading screen" myth and shed light on the studio's move toward Epic Games' Unreal Engine 5. This revelation marks a significant turning point in how we understand the architecture of Night City and the future of the franchise.

The transition from the proprietary REDengine to a third-party solution is more than just a technical swap; it is a fundamental shift in philosophy. As the studio prepares for the next chapter of its dystopian saga, the director has defended the move to Unreal Engine 5, noting that the studio wants to focus its energy on the creative process rather than engine maintenance.

Gameplay & Performance

To understand why the elevator myth persisted, one must look at the sheer scale of Cyberpunk 2077. Night City was designed as a massive environment where players could move through huge complex interiors. The assumption that elevators served as a buffer was a conclusion drawn by players trying to make sense of how the game handled its assets.

Sarzynski pointed out the logical inconsistency in this theory. He noted that if the game required a "secret" loading screen to render a small apartment, it wouldn't be able to handle the seamless transition of a player traversing the whole city and entering large complexes with no loading screens. The REDengine was actually capable of handling these transitions without the need for hidden breaks.

The performance of REDengine was, in Sarzynski's words, a "miracle." However, the director explained that the studio's priority has shifted. Developing and maintaining a game engine involves a lot of time and resources that could be better spent working on the game itself. This friction is precisely what led to the decision to move to Unreal Engine 5 for the sequel, as well as the upcoming Witcher 4.

In terms of gameplay, the move to UE5 promises a different foundation. While REDengine excelled at specific tasks, the studio's new direction is based on the mantra "we wanna make games, not engines." For the player, this means that the development of Cyberpunk 2 can focus more on the game's content and features rather than the underlying technology.

Core Functionality & Deep Dive

The "Core Functionality" of a game engine defines every moment of the player's experience. REDengine was a bespoke tool, but the move to Unreal Engine 5 highlights a growing trend in the AAA industry. Developing an engine is a Herculean task that requires significant engineering resources. By moving to Unreal Engine 5, CDPR can redirect those resources toward narrative design, world-building, and quest mechanics.

Sarzynski’s defense of the move—"we want to make games, not engines"—suggests a strategic move to ensure that the sequel does not suffer from developmental bottlenecks. By utilizing a third-party engine, the studio can focus on the core elements that define a CD Projekt Red title.

However, the move to UE5 is not without its risks. The engine has faced a chorus of complaints regarding performance issues in various titles. CDPR's challenge will be to ensure that the "feel" of their world remains intact while navigating the technical hurdles associated with a new engine. Replicating the seamless experience of the first game in a third-party environment is a primary objective for the development team.

Another aspect of this transition is the efficiency of the development cycle. By switching to a more widely used engine, the studio can potentially streamline its workflow. This allows for a more agile development process, which is a competitive necessity in an industry where development times are constantly increasing.

Performance Analysis & Community Reception

The community's reaction to the UE5 announcement has been a mixture of excitement and trepidation. On one hand, players are eager to see the next chapter of the franchise. On the other hand, there is a lingering fear regarding the performance issues that have been reported in other UE5 games. Technical analysts have expressed concerns about how the engine will handle a dense, high-speed open world like that of Cyberpunk.

CDPR is aware of these concerns, and the move to UE5 is a long-term strategic decision. The goal is to maintain the immersion of a world without loading screens while benefiting from the tools provided by Unreal. The debunking of the elevator myth has served as a reminder of the technical prowess CDPR possesses, reframing the narrative around the first game's technical achievements.

Feature / Metric REDengine (Cyberpunk 2077) Unreal Engine 5 (Cyberpunk 2)
Engine Type In-house Proprietary Third-party (Epic Games)
Loading Strategy Seamless Background Streaming To Be Determined
Development Focus Engine & Game Development Game Content & Mechanics
Performance Reputation "A Miracle" (per Director) Subject to Performance Complaints

Expert Verdict & Future Implications

The decision to move to Unreal Engine 5 is a significant strategic choice for CD Projekt Red. By moving away from REDengine, they are prioritizing the allocation of resources toward the game itself rather than the technology powering it. This move likely ensures that the development team can focus on refining the world and its stories, provided they can manage the engine's known performance hurdles.

The "Expert Verdict" is that this transition is a calculated move to improve development efficiency. If the developers are not required to maintain a complex proprietary engine, they can spend more time on the creative aspects of the universe. The "miracle" of the first game was its seamless world; the goal for the second is to replicate that success on a more sustainable technical platform.

Looking forward, the implications for the industry are clear. Standardized engines like Unreal Engine 5 are becoming the bedrock of AAA development. This consolidation of technology allows studios to focus on what they do best: creating immersive experiences. For fans of the franchise, the message is clear: while the technology is changing, the commitment to a seamless, immersive world remains a top priority.

Ultimately, the sequel will be a major test for how Unreal Engine 5 handles dense open-world environments. If CDPR can deliver a world as seamless as the original Night City, it will justify the move away from their proprietary tech. For now, the debunking of the elevator myth stands as a testament to the studio's previous technical achievements as they look toward a new era.

Frequently Asked Questions

Were the elevators in Cyberpunk 2077 actually loading screens?

No. Creative Director Igor Sarzynski officially debunked this theory, stating that the game's REDengine used seamless background streaming to load assets, allowing players to traverse the city without hidden loading breaks.

Why is CD Projekt Red switching to Unreal Engine 5 for Cyberpunk 2?

The studio wants to focus on "making games, not engines." Maintaining a proprietary engine requires significant time and resources that the studio believes are better spent on the game's development itself.

Will Cyberpunk 2 have the same performance issues as other UE5 games?

While there have been a chorus of complaints regarding performance issues in UE5 games, CD Projekt Red is moving to the engine as part of a strategic shift, and performance will be a key area of focus during development.

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Analysis by
Chenit Abdelbasset
Gaming Editor

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