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Wyrdness said:
potato_hamster said:

I never once assumed there are only 7 bits of code concerning the platform. I just don't pretend to make assumptions on what could exist elsewhere in the engine the same as you do, and extrapolate from there that this indicates that UE4.14 is going to support Switch operating modes and the scaling between all on its own.

If you are right, and that is something the folks at unreal do intend on putting in there engine, then this is undoubtedly nothing more than a placeholder of a feature that is likely going to be released in the future that might actually be able to do some of the scaling you're assuming this engine can do right now, because as it stands now it is entirely useless on it's own. Of course all of this could be serving a completely different purpose entirely, but hey, why don't we keep just taking your speculations as fact, shall we?

The problem is, going with my analogy, is that these profiles DO NOT represent a whole car as much as you like to pretend they do. This isn't a basic car that people can customize. It's not even an entire door. It could be a part of a door for a submarine or a helicopter for all we know at this point. So please stop telling people this means that UE 4.14 will take care of scaling for developers based on this information. It doesn't mean that at all based on what we know. If you actually know half of what you represent yourself as knowing, then you know that this doesn't mean what you're claiming it does. Not on it's own.

But that's what your argument is hinging on though that these 7 lines are all that concern the Switch, you're here raging on about assumption yet your stance in itself is also an assumption. Ofcourse the code is useless on it's own the developer has to tailor it to their project.

The problem with your analogy is that you're arguing only these two profiles a context that is exclusive to you and you alone, I'm talking about a whole scaling feature in the engine which is factoring in other possible profiles and codes that an engine will obviously have, this is why that analogy doesn't mean much to me because I'm talking about the whole car while you chose to only look at the door frame for you argument. I'll post what I want thank you even if you lose sleep over it because what I've said with this feature developed games can scale for both modes meaning that the possibilty of fully utilizing docked performance isn't as compromised by portable performance, you've decided to read it as games are compiled automatically for portable mode and have argued from that angle.

Yeah we all don't know all the details which is why it's just a basic summary of why the would be profiles of the performance modes.

I''m actually not assuming that at all. This is the only thing we have to go by. You're assuming there's more, a lot more, enough in fact for it to be a feature that will make development on the switch markedly easier. You're assuming these profiles indicate a feature that will make utilizing docked performance easier, and ensure it's easier to scale for both modes when in reality there's no reason to think that based on what we know. For all we know this profile is literally just to set basic screen resolution parameters as a basic function, isn't related to any grander feature, and exists only to allow UE4 to even run on the Switch.

You remind me a lot of the people who saw the fact that the Nintendo switch dock had a vent and automatically assumed it has additional processing power built inside it. Of course, we know now that that's complete nonsense, but there were many people that were absolutely positive they were right. Sure it could mean that but we're just seeing a glance. Go ahead and make all the grand, speculative assumptions you want, but in order to avoid embarassment, you may want to avoid presenting them as fact.