By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Nem said:

Of course, they can just flip that switch and have every texture streched and pixalated, because no one will mind or notice!

No, it's not the same. You increase the resolution, you have to increase the detail, wich means more work to create every piece of asset... or you can deliver a blurry mess. You heard it here first folks! Lets just strech out those 3DS games and put then on the Switch. It's gonna look amazing on 720/1080p!

Cmon now... i'm not gonna repeat this again.

You completely mis-interpreted my whole argument. Yes, of course games can require more time and resources with increases in graphics and resolution, I already agreed with you on that. But this purely on a case by case basis, and doesn't apply to every game as it depends entirely on the team size, project scale and even development tools. Which means that resolution isn't always a factor in a games development cycle. Snipperclips, again an HD game, was put together in one year, while Super Mario 64 back in 1996, a non-HD game took 4 years to develop. Generally 2 or 3 years have always been the standard for development time, even in the HD era, and even on low-res consoles like the 3DS. Yes, if your porting 3DS games over, or making a follow up to a 3DS game on Switch, you'll need more people and more time to convert and/or create more detailed textures and environments for HD. But doesn't automatically apply if your making something completely from scratch in Unity or Unreal Engine 4. That's the point I'm making