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superchunk said:
setsunatenshi said:

1st Middle-ware makes x86 to ARM seemless? Either you know something I don't or that's one of the most incorrect statements I have seen on this thread. Can you link me to any resources that prove that point? Edit: just to clarify, I want some resources pointing to how seemless this code transition between x86 and ARM is, especially for game development

2nd - BF4 and Hardline, COD Ghosts, Dead Rising 3, Golf Club, MGS5, SW Battlefront, Quantum Break, BF1, FFXV (between 765 to 900p), Watch Dogs, COD BO3 (1280 x 900), Halo 5 (1152 x 810), Titanfall (792p)... at what resolutions exactly would such games run on a console around 3 times weaker and in a different architecture? (sources: IGN, Otakugame.fr, eurogamer and google in general)

 On your last comment regarding the PCs, they are also X86 architecture based. Actually the games are developed originally on PC and then ported to the respective consoles.

Adding to this, the memory bandwidth limitations on the Switch compared to the other 2 consoles will just make it a nightmare to use the same assets across platforms.

Basically what I'm saying is, this is a handheld and will need to have games designed for it specifically, which Nintendo will do. Some 3rd parties will probably try to port a few more recent games, but there's no way the big AAA games will make it there in any way. I just don't see it, I'm sorry.

1) These both focus on building ARM into x86, but they give the images and overview of building your game in the differing architectures. This is the entire point of using middleware, to remove the biggest pains when porting between difference systems. Its not zero-sum work, but it isn't as hard as some of you think.

https://software.intel.com/sites/default/files/managed/e4/d9/porting-guide-for-unity-game-on-intel-architecture-for-china-market.pdf
https://software.intel.com/en-us/articles/Unreal-Engine-4-with-x86-Support

2) All of those games are still using the same level of textures, AA and other visual settings but at lower resolution so that XO and PS4 are as similar as possible. What do you think is required once you drop textures or AA down? NS will be able to keep either high settings and lower resolution OR lower settings and higher resolution (likely XBO level).

3) Completely disagree with you on pretty much everything.

I think you're reaching SuperChunk. There's going to have to be some significant compromises for ports. The memory bandwidth alone is a big problem.