potato_hamster said:
Goodnightmoon said:
What a level of hyperbole, they have to put the best settings for every mode just as I can put different settings to run a new gen game even on a old potato laptop ( is surprising how many new games run fine at very low resolutions even on old laptops, Switch needs only 540p), many games are very scalable on PC, this is the same, you don't have to make 2 versions at all, focus on one and then change the settings until it runs ok in the other mode.
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You'd have a point if console engines functioned exactly the same as PC engines. They do not.
Again, a console game engine that is optimized for one specific hardware setting (say Uncharted 4's engine) will run much more efficiently and more effectively than that same engine made to run on a plethora of PC hardware. You lose significant performance when you lose the ability to optimize for one specific hardware configuration . Why do people fail understand or continue to underplay this significant difference? Developing engines for console games isn't at all the same as developing engines for PC games.
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The things is, Switch is the same hardware docked and undocked so it should be even easier than when the game has to be able to scalate on a plethora of PC hardware, once you have the game programmed and optimized for one mode probably you alredy have most of the work done, is the same machine in both modes, is like when you put a laptop on low consume, it runs the same games than with high consume but way lower so you have to change the settings to have it running with the same performance, in this case the "low consumption" mode uses a 6" screen which makes easy a drastic change of resolution while still looking great (like 1080p to 540p which is a huge difference) that combined with lower shadow detail, texture definition, draw distance, antialiasing, anisotropic, occlusion ambient etc can make the same game run on way lower specs.