To describe the technology behind Crimson Desert, we could start by saying something lofty and pretentious: here, in this upcoming open world epic, a revolutionary game engine is set to deliver unparalleled realism. While there is undeniable hyperbole in this statement, it’s true the game is being developed in a proprietary game engine, and yeah, graphically, things look pretty great. But leaning solely on overly-grandious definitions undermines the team’s seven-year-long endeavour to get here. To make the game which matches their vision – an experience unlike anything out there – they simply had to make their own engine. It’s as much a pragmatic choice as it is artistically driven.
Still, imagine sitting at the foot of that hill – complex, as yet unmade tools and a colossal open world to scale. In-house game engines are rare in modern AAA development due to cost and complexity. But in creating their own platform, the developer has been able to tailor technology around their vision which might not have been possible if they were using Decima, Unity, Unreal Engine, or another.
Crimson Desert’s specific goal appears to be a large, medieval-fantasy world where physics, animations, lighting, weather systems, and more coalesce to reshape the look, feel, and atmosphere of any given scene. From realistic water and volumetric fog, to raytraced lighting and motion capture animation, the breadth of technology that their proprietary BlackSpace engine is capable of is impressive. But, what’s also interesting here isn’t just its graphical horsepower, but in how its systems combine to transform the mood, tone, and physicality of a space beyond presenting it in fine detail.
Individually, are these systems revolutionary? No. Will Crimson Desert’s realism be unparalleled? Depends on your definition. Is it a prime example of how technology and ambition can combine to fully realise artistic vision? Almost certainly, yes.
This feature will unpack what’s beneath BlackSpace’s hood but we’ll keep the tech jargon light. Don’t worry if you don’t know your shaders from your GPUs. This is a game to feel as much as it is to see, after all.
So, custom-building an engine, principally, has given the developer the opportunity to create a large-scale open world with seamless exploration. Pywel’s numerous biomes, from cobbled cities to dense forests, chilling mountain passes, and scorched desert landscapes each render without noticeable interruptions. The game feels fully-loaded from the get go, with consistent high fidelity on distant objects at framerates purported to be smooth and reliable.
On a related note, Digital Foundry was provided with footage which was captured on a high-end PC with a Ryzen 9 7900X3D and Radeon RX 7900 XTX, graphics set to ultra, running at native 4K resolution targeting 60fps. We’ll get to why this is worth pointing out in a moment. First, one small caveat: these recordings were provided by the developer themselves. On one hand, it demonstrates the studio’s confidence in the performance of their game. On the other hand, they’re only going to show what they want to be seen.
We wanted to highlight the hardware though, because the GPU used isn’t current generation, and ultra settings aren’t the most powerful the game offers. However, take this footage at face value and what you’ll see is a game that is optimised for strong performance. This is one of the self-developed engine’s major advantages: it gives ample opportunity to coordinate development with the myriad gameplay systems. If the game needs a specific feature – a physical interaction, destructible item, or weather behaviour, for instance – then the engine team can build a solution right into the software to feed back to the designers.
This streamlining may be how the developer has crafted a world which appears unusually reactive. Lighting, for instance, is one of Crimson Desert’s most notable highlights. The game uses raytraced global illumination for exterior and inside space alike, with the game engine calculating how light reflects, bounces, and scatters to produce indirect natural shading and contrast.
Stoneclad interiors look especially impressive, where marble floors reflect both light and architecture while firelit rooms gain deeper shadows and warmer tones, transforming their emotional resonance. And this is the unexpected takeaway: enabling raytracing doesn’t just introduce more natural-looking light, but renovates these rooms – especially the dark, candlelit ones – into contemplative, intimate, atmospheric spaces.
Likewise, Pywel’s climate goes beyond simulating rain or shine. The BlackSpace engine is able to calculate lighting in real-time to produce weather patterns, volumetric fog, and other atmospherics that shift dynamically throughout the day. In a three-day timelapse demonstration shared by the developer, we see morning mist clinging to the valley floor, only for it to burn away under afternoon sunlight. Bright sunlight communicates the vastness of the landscape, exuding heat not through visual haze but in the real-time effect it has.
Similarly, volumetric fog is capable of communicating a distinct mood. It folds, wraps, and reacts to your movements with precision. Dispersible yet totally enveloping, fog and its fluid simulation feels eerie and mysterious, showing that Crimson Desert’s atmospheric conditions can be vital for worldbuilding.
Water rendering is another technical focus, with the BlackSpace engine using FFT Ocean and Shallow Water Simulation to model surface behaviours more realistically. In practice, this means naturally flowing rivers, cascading waves, and rippling shorelines. The developer demonstrate themselves the effect FFT has on aquatic settings; without the simulation engaged, water looks flat and calm. It’s nice, tranquil almost, but not especially interesting. With FFT simulation enabled, whitewater forms, currents appear lively, and the ocean undulates. Suddenly the water looks less inviting to swimmers. Raytraced water reflections appear here too, most notably on standing pools and lakes, underpinning water’s role in Crimson Desert as a core pillar of the landscape, not simple, static setdressing.
BlackSpace also places heavy emphasis on physical interactions between weather conditions and objects present in the environment, both scattered items and your player-character. Trees and grass sway in the wind and hanging cloth flutters naturally, while hair and clothing react to the breeze and your movements alike.
Clothing, body parts, environmental detritus, and more, each reacts in isolation due to volumetric masking which has allowed the developers to distinguish environmental effects to the minutiae. It’s the same technique which ensures only your horse’s hooves get wet, and stay noticeably wet for a set duration afterward, when you wade across a river on horseback.
When combined with extensive motion capture, the developer has created character and animal models which not only react according to atmospheric conditions but move realistically through the scene too. The studio has invested heavily in performance capture, with reportedly hundreds of high-performance cameras recording actor movements with sixteen megapixel precision, capturing everything from full body motion to subtle finger gestures. And, because capture data was linked to the game engine during recording, developers and actors could immediately see how the performance translates to in-game characters and make real-time adjustments for the next take.
The studio also used a large 3D scanning facility to convert real-world objects into digital assets. Again, hundreds of cameras supported this process, this time arranged in a cylindrical fashion to capture armour, weapons, props, even natural objects like rocks and branches, from multiple angles, turning them into high resolution data that can be quickly placed in-world.
Facial scans capture minute expressions too, with lip tremors, eyelines, and muscle movements bringing detail and tension to characters. Whilst there seems no limit to the developer’s attention to detail, and some of their effort will undoubtedly go unnoticed during regular playthroughs, their intention was to push Crimson Desert’s presentation close to film-level realism. Put simply, they had the vision, and access to the tools to realise that vision.
BlackSpace’s technology impresses on a visual level, yes, but the combination of all its technological features and micro-adjustment potential has given Crimson Desert an open world which feels alive. And, crucially, the manner of that life is shown to constantly shift, both physically and dynamically through something as changeable as the sun setting to the current’s flow around a pile of riverstones. What’s more, the developer’s in-house engine is pledging smooth performance throughout thanks to a streamlined process for optimisation.
Arguably, performance is the most crucial thing. If the developer can deliver this level of fidelity while maintaining strong performance across all platforms then Crimson Desert’s technical ambition might just prove revolutionary after all.