Soundwave said:
If they're getting the games then it's not unreasonable to look at the engines they have currently and see which one probably makes sense for future games. FF7 Rebirth engine probably makes a lot of sense and Unreal Engine plays nice with Switch consoles to begin with. Why exactly do they need to complicate the whole thing by using something exotic past that, if that works, then use it. You're not increasing graphics fidelity when your last three big graphics, big budget titles all underperformed (one of them in Forspoken just flat out bombed), sorry, but welcome to the world of business consequences. To me the FF7 Rebirth engine, which I believe is only Unreal Engine 4, is a fine fit for their bigger games going forward, you should be able to scale nicely for the Switch 2 on that and still max out the PS5 because you're pushing a ton of pixels that bog the system down so that it can only hit 30 fps in at the graphics mode resolution which is 4K/near 4K. That setup is actually a smart one I would suggest more Japanese companies that don't have the money to make $200 million dollar projects use to begin with. Start you PS5 game at 4K/30 and that will basically max out the system right there, then from there you can dramatically decrease that resolution and make a Switch 2 port and have the benefit of that audience. |
We will have to agree to disagree. Ps5 (base unit) games moving forward will not be targeting 4k. They just won't, which is why a ps5 pro is coming and NVIDIA is going to launch 5000 series cards in 2025. Scaling to the S2 will involve more than resolution... just like a 1080, it will require cutting down shadows, lighting, RT, etc, etc, etc. And here is the catch, that is fine. Nobody is complaining, we are all FINE with the situation.
i7-13700k |
Vengeance 32 gb |
RTX 4090 Ventus 3x E OC |
Switch OLED