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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 system specifications to hand to make such statements on.

Yes, that is sarcasm.

You seem to intentionally ignore my point. From what I gather, any decent hardware this side of the decade can out 1080p, 4x AAA etc. Its a case of balancing this against visual detail like poly count, texture size, txture fx like bump maps,  lighting & shadows, particle fx etc..

2 pages prior I included native 60fps Wii games (which is like 1/100th the Tegra X1 specs) outputting at 1080p (like 8x the games native Wii resolution). I think people grossly overestimate the minimimum graphical requirements for an enjoyable VR experience. No doubt if Nintendo did VR the visuals would be better than those Wii games, but the idea that you need a monster of a machine to deliver VR is based on an expectation of games looking (or trying to look) like modern AAA affair  as opposed to embracing the technical limitations and creating the graphics around what can be achieved when hitting the required performance benchmarks like high res/fps/aliasing.