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Otter said:

It should much easier with s fighting game right? It doesn’t seem like the type of thing to be CPU bound. It’s not like there’s tons of crazy ai, crowd, nature simulation, interaction with the environment etc.

they can easily scale down what’s happening in the background & take it easy on the particle effects whilst maintains the same experience.

To an extent yes, but it's still not a walk in the park to bring a game designed for the PS4 and Xbox One to a much less powerful mobile device. Rebuilding assets from scratch often can take a lot of time and work, so it's generally more financially viable to take the existing assets and pare them back, in which case you have to be very careful where you nip and tuck so as not to compromise the game's aesthetic or make things look just plain fugly. It's a tricky balancing act.

AngryLittleAlchemist said:
curl-6 said:

I don't know, but I'm not sure I want to find out haha.

Do you think MK11 will be 60fps on Switch?

The more I think about it, the more I believe it. NetherRealm seem to have their priorities straight. How much of a graphical loss there will be, I don't know. I would'nt be surprised if there were some frame dips, occasional or not. 

Resolution will obviously take a hit, probably along with stuff like shadow quality, scene complexity, etc. Considering though that it's a one-on-one fighter it should still look okay; those who played it at PAX came away with positive impressions.