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NATO said: teigaga said: framerate, resolution, antialiasing can all be achieved to a very high standard on the Switch's hardware. The only reason they wouldn't be is if your visual standard required extensive poly counts, realistic artstyle which require high resolution textures, excessive lighting effect/particle effects etc Silly me, I forgot you have the detailed...
NATO said: teigaga said: VR is first and foremost an immersive gameplay experience. The assumed requirement for realistic visuals is in reality nothing more than a plus and clearly amongst the things hindering its ability to find a mass audience. Framerate, resolution and antialiasing all play a huge part of creating an immersive VR experience, all things that require good...
SonytendoAmiibo said: NATO said: Your expectations for the switch's game visual quality can't be that high if you are comparing it to mobile vr titles.. Obviously Switch VR is not going to be Oculus Rift/HTC Vive quality. But if the price for entry is small, a lot of fun can be had with a mobile type VR experience. It reminds me of the Wii remote versus...
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