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SpokenTruth said:
potato_hamster said:

Experience porting multiple video games to weaker hardware, mostly. All the developer tools in the world aren't going to make things like simplifying 3D models, animations, lowering audio quality, removing/simpifying AA, removing/simplifying shaders, simplfying textures etc, etc., etc. signifcantly less work. The game still has to run at a stable 30 fps, yes? That takes time and effort to achieve. Even if you try to mitigate that by adding "scaling abilities" (and I use that term very loosely) to engines, you're just making your engine more bloated which means the resources you have to actually run the game are even less.

I mean sure if you were to build a game from the ground up that wasn't very resourse intensive, or was made with the Switch's specs (or weaker hardware in general) in mind I can imagine that being easier (and that highly depends on how much work is required to support both operating modes), but anything that is made for more powerful hardware and needs to be ported isn't going to be so easy.

Why in the world are talking about porting a game?  

Because most third party games are multi-platform.