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Mar1217 said:
curl-6 said:

Given that both Xenoblade 2 and 3 used a relatively low native resolution with upscaling (spatial + TAA in 2, custom temporal upsampling in 3) I expect they'll adopt a similar approach on Switch 2, combining a comparatively low native pixel count with DLSS, in order to allocate more resources to stuff like world scale/detail and effects.

The results should be much better this time around though as DLSS is far superior to the upscaling methods used in 2/3.

Likely, though, I don't know what exactly they are using but the camera motion blurring effect they've got going has always been pleasant weirdly enough so I lowkey hope they got something similar with their next gen game. 

Also considering the horse power of the next system, I wonder how they gonna scale their ambitions this time around. Looking at the art books of XC3, they always see so big with their worlds. The Switch 2 will give 'em more than enough to probably scale up some of their ambitions again. I can only hope they can manage them but honestly, let them go bat for the moon again !

Yeah Monolith Soft have pushed Nintendo hardware since the Wii so I am very keen to see what they can pull off with a generational leap over Switch 1. We're in for a treat I expect, given the epic worlds they squeezed out of Wii/Wii U/Switch 1.