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Mar1217 said:
Pemalite said:

For most games, it will clean up the low-res, muddy textures that have plagued the Switch from the very start... Even titles like Breath of the Wild.
It will not adjust framerates at all... That's a separate issue.

For comparison sake... CEMU is running Breath of the Wild at 16x Anisotropic filtering and you can see on the ground more brick detail for the path and more definition at a longer distance with the boost to filtering... That detail was always there, it was just blurred by the WiiU and Switch's lack of texture filtering.


In regards to resolution, that's a little more difficult to pull off... It's typically not a driver switch override like AA or AF, but done at a game level as games don't tend to run everything at the same output resolution. I.E. Shadows are often half or quarter of the output resolution.

But there are a few options.
You can implement generative A.I. to do a temporal upscale (This will require work).
You could also do an integer upscale of the rendered image.

Microsoft uses the Heutchy Method to boost the resolution of old games, it's a ton of work... And likely only possible due to being a vertically integrated company with some of the best software engineers in the industry.
They needed to recompile executables, emulate, abstract and engineer new software for things like thread scheduling, they were lucky enough to have some native hardware support in successor hardware for things like texture and audio formats to reduce overhead.
This will not happen with the Switch 2.

Games that use a dynamic resolution scaler will simply run at a higher resolution naturally.. That will mean resolution improvements to titles like: Witcher 3, Doom, Mortal Kombat 11, Xenoblade, Breath of the Wild, Hogwarts legacy and more.

Games that are capped at 30fps, will still be capped at 30fps, I don't see that being overridden as that can introduce game breaking bugs in many console games as some systems use framerate as a tick counter, so a higher framerate would mean things like animations may run faster.
Games that ran at 30fps, but weren't capped, will run at a higher framerate.

That certainly clears it up ! Thanks 👍

Though I was watching through my phone so the image comparison between the 3 versions of BOTW weren't so clear to me since there were so small. But I can distinguish the higher res brick texture. 

The Fusion hand rune in TOTK will definitely love the stable framerate it'll be running on haha

Motion is where anisotropic works magic.  With low settings when the camera pans there is a clear line in the distance where everything is blurry.  With high settings that line goes away.  I personally think pics are hard to see differences comparative to motion.