Project Hadar: CDPRs Technical Pipeline in UE5

Published on May 21, 2026 | Translated from Spanish

CD PROJEKT RED has confirmed the development of Project Hadar, a new fantasy IP that marks a radical shift in its technology. After years of dominating REDengine, the Polish studio is fully migrating to Unreal Engine 5 to build an open world with full ray tracing. The combination of Houdini for procedural generation, Maya for organic modeling, and Substance for PBR texturing promises a qualitative leap in immersion.

Project Hadar CDPR Unreal Engine 5 open world fantasy technical pipeline Houdini Maya Substance

Asset pipeline and real-time optimization 🎮

Project Hadar's workflow relies on Houdini to create procedural terrains and cities, avoiding the manual design of every street as in Cyberpunk 2077. High-polygon assets are modeled in Maya and textured in Substance Designer, applying materials that respond to Lumen's ray tracing and Nanite's global illumination. The biggest technical challenge is maintaining 60 fps on consoles while rendering real-time dynamic reflections and shadows. CDPR has adapted its data streaming system to load only visible sectors, reducing required VRAM memory without sacrificing detail.

Key differences with The Witcher and Cyberpunk ⚔️

Unlike The Witcher 3, where assets were designed for a proprietary engine with draw call limitations, Project Hadar exploits UE5's geometry virtualization. While Cyberpunk suffered from its static time-of-day lighting system, here ray tracing allows each magical light source to interact dynamically with the environment. Hadar's fantasy demands a new catalog of organic materials and impossible architecture, something Houdini solves by generating ruins and enchanted forests with procedural rules, an approach unfeasible in the studio's previous pipelines.

What specific technical lessons about real-time optimization for dense open worlds has CD Projekt RED extracted by migrating its pipeline from REDengine to Unreal Engine 5 for Project Hadar, and how do they plan to avoid the performance bottlenecks that affected Cyberpunk 2077 at launch?

(PS: shaders are like mayonnaise: if they break, you start all over again)