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potato_hamster said:

Why woudln't we assume these are the only settings? You do realize the OP actually lists all of the settings in question, right? This is article is about discovering that there are two different preset profiles within Unreal 4.14 that contains seven settings to apparently differentiate between Switch and SwitchHandheld profiles. It doesn't say this is a snippet. It doesn't say this is a small portion of a larger profile. It says this is the profile.

You're the one that's extrapolating from that and assuming that these seven settings is a small representation of something that ensures  "the engine will do the scaling itself" and thus, this means the engine has the "coding for portable mode for your game saving developers any hassle, so developers only have to focus on getting it to run in docked mode."

Those are your words. That's what you took from the discovery that there are two profiles in UE4.14 that affects seven engine settings. Why are you assuming there is more to this? Why are you assuming that this means that developing Switch games on UE4 .14 is suddenly significantly easier than expected for developers as a result of this discovery?

Do you not know how coding works? For a start you can add, disable, change and remove code in profiles modders have been doing this for decades and it seems to me you either struggled to understand context of a post giving a basic summary of what's being reported or just anxious to argue over anything. These profile settings may also just be the ones specific to the Switch and the rest of the engine outside of platform profiles may be universal across all platforms who knows but it's clear the are more settings to play around with as that's how engines goes, many have several text files with settings to adjust it depends on the engine set up tbh.

Finding a base starting point in coding makes things significantly easier I've done programing and also do programming when modding for Skyrim and Fallout, rather than spend added time testing for a basic set up then additional time calculating how to scale that for portable mode they have a base point to start from and aim at, it's not hard to fathom why this makes thing easier for development as they can work from the base template numbers rather than having to go to a blank drawing board.