curl-6 said:
It's not that unusual for games early in a console's life to still have to make concessions in ambitious titles; Odyssey itself for instance used a lot of tricks like lower rate animation on distant characters, dithered transparencies, and an interlaced 640x720 in portable mode to squeeze 60fps out of Switch 1 while looking as good as it did. I wouldn't call brief drops to 30fps in a few specific instances a "severe" compromise personally. These sections make up maybe 1-2% of the experience. |
I would call that regular optimisation, which goes unnoticed by the player. Some may notice it but I wouldn't expect it to impact their experience.
I haven't played DK yet and avoided video reviews but my understanding was that it drops through an entire boss battle and some specific gameplay sections? Is that wrong?
If it's a drop for a second or 2, in very rare moments that's fine.
I think that's quite a big difference if their are entire sections which would drop or constantly be dropping at very frequent intervals, as that very noticably impacts player experience. And I'm speaking from the perspective of a designer, having to make that compromise knowing it will leave a negative impression on users would cause some friction imo. Alternatively the devs could of seen themselves as being over ambitious and were just grateful S2 allow the kind of gameplay at all.
Typically internal devs are a strong reference point for a machines needs, so I'm curious whether there was back and forth.







