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DonFerrari said:
curl-6 said:

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, tons 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.

And what competent dev would choose subtle (that you even don't notice) things to put their performance budget that they can only make a 675p30fps to 864p30fps? That is like 60% difference in processing power being very generous. While he have seem plenty of cases (like Doom) with differences over 720p30fps to 1080p60fps or 450%

Sorry but either you are being wrong on the difference in everything else being subtle or the small difference in pixelcount on same fps is very untelling of the difference among HW.

As I said, that was used to earth end as "evidence" that Switch is very near X1 processing power.

I never said the differences weren't noticeable, but rather that they weren't super noticeable, like not to the degree that it looks like a totally different game. Many competent devs choose to invest into pretty niceties like depth of field or water caustics, (Naughty Dog for instance, surely we're not going to call them incompetent) stuff that can be parred back or removed to get a game running on Switch. Snake Pass is simply a good example of how to bring a game to Switch, namely make cuts in the places where they will be least missed.