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Should Nintendo use Unreal Engine 4 and Unity in more of their games?

Forums - Nintendo Discussion - Should Nintendo use Unreal Engine 4 and Unity in more of their games?

siebensus4 said:
I don't know one single game which uses UE4 and runs in 60fps or even stabile 30fps on Switch. Abzu, Snake Pass, Octopath Traveler had bad and countless framerate droppings, Rime was almost unplayable. So.... no. If Nintendo don't get their Yoshi game run in constant 60fps at 576p, I think it's almost impossible to use this engine properly on Switch.

Hellblade and Octopath meet their 30fps target almost permanently on Switch, according to DF's testing.



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I'm leaning on a big no.

Primarily because numerous projects have been underwhelming on the superior PS4 and X1. Meanwhile the Switch games using have low resolutions.

I like UE3. Remember how great Batman looked on UE3?



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I dont see why not. Yoshi's Wooly World looks fantastic. As Long as the games are good, it doesnt matter what engine they use.



Not sure why should they.
In case of some massive expansion of their dev capabilities it would make sense, in short term perhaps, since lot of people they would need to hire know how to work in those engines.
Other than that, not sure why would any big publisher use 3rd party engine.



curl-6 said:

Hellblade and Octopath meet their 30fps target almost permanently on Switch, according to DF's testing.

I played Octopath 140 hours and there were many, many framedrops I could see with my own eyes. 30fps is still unacceptable for a 2D pixel graphic game and even more unacceptable for a company which made many 60fps RPGs back in the 90s. Of course I know it's not the same team within the company... but... you know... it's a shame that they don't pass their experiences on a new team.

Another example is Bloodstained which seems to have a terrible performance on Switch (screen often freezes for about a second). Of course, it always depends on the developers how the game runs. If Dragonball FighterZ has 60fps, then they made a good job. I don't say it's not possible to have a good performance with UE4 on Switch, but most third parties and Indies obviously can't handle it. Programming is always a weak point in small studios. And of course there are also exceptions like Shin'en.



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siebensus4 said:
curl-6 said:

Hellblade and Octopath meet their 30fps target almost permanently on Switch, according to DF's testing.

I played Octopath 140 hours and there were many, many framedrops I could see with my own eyes. 30fps is still unacceptable for a 2D pixel graphic game and even more unacceptable for a company which made many 60fps RPGs back in the 90s. Of course I know it's not the same team within the company... but... you know... it's a shame that they don't pass their experiences on a new team.

Another example is Bloodstained which seems to have a terrible performance on Switch (screen often freezes for about a second). Of course, it always depends on the developers how the game runs. If Dragonball FighterZ has 60fps, then they made a good job. I don't say it's not possible to have a good performance with UE4 on Switch, but most third parties and Indies obviously can't handle it. Programming is always a weak point in small studios. And of course there are also exceptions like Shin'en.

Fair, I have only played the demo of Octopath myself, I was just going off Digital Foundry's analysis. It's certainly true that in a lot of cases UE4's features tend to be expensive and result in lower resolutions, though having said that I still consider Yoshi and Hellblade to be two of the most graphically impressive games on Switch in spite of their low res.

Looking ahead, I am interested to see how Dragon Quest 11 and Spyro Reignited turn out on Switch.