| SvennoJ said: Hmm, I just realized Switch is a whole lot more challenging than a pro patch. The hardware profile can change at any time. It's nothing like starting a separate executable on pro with different assets loaded in memory. It's even more of a challenge than on PC where the game has the option to reset after you change settings and sometimes asks you to restart the game depending on the settings. Seems most likely that games will be coded for handheld mode with very modest changes to docked mode. A simple resolution boost might be it for most games. Or could it be that docking/undocking won't be as simple as shown. Perhaps some games will save and restart on a mode switch? Or at least it won't be as smooth as shown and the game might pause or drop speed for a while before recovering with simpler assets. |
That's right. You actually have to make the engine so it constantly checks its running mode, and be able to accomodate whatever changes the system needs to make in terms of rendering, draw distance, animation, etc. on the fly. That could literally mean loading two versions of assets in memory when other console games or PC games would only ever have to load one. In order to accomodate that it could mean that there could be many seconds (possibly dozens, similar to a load screen) of pausing when going between docked and undocked modes while the consoles accomodates its new running mode, and the engine catches up. I wouldn't necessarily say it's more of a challenge than developing a PC game, but there definitely unqiue challenges to developing for this platform that aren't just arbitrarily solved by changing a slider or making a changes to a hardware profile like some here appear to believe.







