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Nuvendil said:

Actually, I work with UE4 and it isn't magic, but there are some straight up basic optimization sliders that make initial optimization steps really easy.  Snake Pass made use of these almost exclusively from what I can tell.  So you can get a serious head start with UE4 with optimization on the settings, effects, and such.  It can make a lot of other stuff easier too, iirc.

Now he is right, a game can be very difficult to port.  But that brings us to the dirty secret of this generation: 70 to 80% of games are using the power jump from Gen 7 to 8 just to make thekselves look pretty.  So the overwhelming majority of games are doing nothing mechanically that needs the power.  Is KH in that category, don't know.  From what I have seen, the biggest challenge is probably the particle effects that would probably need to be straight replaced with less demanding alternatives.  The rest, honestly, is mkre just a bit of a chore.  Going from high poly assets to lower ones is fairly straight forward, same with lowering texture resolutions.  It would be work, certainly, but from what I have seen of KH3, not too much.  Of the Square Enix Big 3 (the Square 3nix if you will), Final Fantasy VII Remake is the only one where I have strong doubts of its ability to be ported but so much of that game is a mystery.  Dragon Quest XI is being ported and KH3 looks well within reach.  

I don't know about that ... 

The biggest difference between 7th and 8th gen is the transition to high quality physically based rendering, materials and pipeline. While you could argue that the method is used to make the game themselves look pretty it also fundamentally changes the 'art work' too since you work with a different content production pipeline ... 

I thought the biggest challenge to getting it to run on the Switch was the game logic since PS4 Pro has issues hitting 60FPS in the prologue despite the GPU being exactly 2x faster in every area aside from the bandwidth ...