DonFerrari said:
curl-6 said:
Yeah I think this is as bad as it gets honestly, it'd be tough to get any uglier than this muddy, buggy monstrosity. I'm still kinda shocked this was actually allowed to release like this in this day and age. Reminds me of when Life of Black Tiger hit PS4, that blew my mind too, that at no stage did somebody put their foot down and say "guys, no, this just won't fly."
And yeah, being 60fps on the stronger consoles definitely makes it easier to port to Switch.
I think Snake Pass is an interesting example of a cross-platform title, as another UE4 game. It's 864p/30fps on the base PS4/Xbone and 675p/30fps on Switch, though they make up the difference by parring back some of the game's more subtle effects like water caustics and depth of field, so that the basic look is quite similar while still closing the performance gap in ways that aren't super noticeable.
Yeah I thought so too, it just looks totally unfinished, like a super early build of a game filled with placeholder assets where half the code isn't working properly yet.
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Life of the Black Tiger is atrocious, but isn't retail game is it?
About the resolution and fps of Snake Pass, it seems a game that a competent dev would make 1080p60fps on X1, and when you see the res and fps of Switch it makes it pretty evident (and of course it was used by some odd fans to show Switch wasn't much weaker than X1).
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Sumo Digital are competent developers. Digital Foundry even said Snake Pass is a lot more demanding than it may seem due to how much it has going on under the hood. It has entirely realtime lighting with nothing baked or static, plenty of rich post-processing effects, lots of smooth rounded geometry that leads to a deceptively high polygon count, tons of dense grass with every single blade reactive and shadow-casting.
There's no way it could hit 1080p/60 on base hardware. If it could, it wouldn't be 864p/30.