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kirby007 said:
SvennoJ said:

I'm mostly excited about the scaling that engine provides. "Rendering one triangle per pixel essentially means that performance scales closely with resolution. "Interestingly, it does work very well with our dynamic resolution technique as well," adds Penwarden. "So, when GPU load gets high we can lower the screen resolution a bit and then we can adapt to that" This is perfect for VR, no need to cut detail manually.

it works well for underpowered systems like the switch aswell

Yep the scaling should work, but extra work will need to be done for memory and card access speed. That part with the complex statues will be a bottleneck for memory, while the flight sequence is a big bottleneck for both memory and anything without a fast SSD. Cross gen titles, aka the first couple years won't be able to rely on the fast SSD speeds.