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Another infos from famiboard:

"Alright time to nerd out. As always, grain of salt. I'm not a dev. These are just observations/speculation.

TL;DR: Despite the concern over Wilds' visuals and performance, it's coming over like other current-gen ports have. Take the visual settings from the big boy performance modes/Xbox Series S, drop settings even further to get it over the finish line, and use DLSS to clean it all up and make the low resolution presentable. I actually think a lot of these settings should see similar, if not quite as drastic, reductions on other platforms because they're not even just downgrades. They're smart optimizations.

  • Docked quality, docked performance, and handheld are all targeting 1080p30 via DLSS Balanced. (~635p internal.) Will look decent enough on a TV, especially with the boosted visual settings. Will look pretty damn clean handheld.
  • Performance mode in docked is 40 fps. DynamicResolution_DownTime is 25 in Default_Fast. Default_Fast is the performance mode, 25 is 40 fps' frametime in milliseconds.
  • Performance mode has SSR disabled, GI quality reduced, volumetric fog denoising reduced, and some other small tweaks like a lower bound for dynamic resolution.
  • One thing where Wilds is the exception to a lot of current gen ports is that it does not see a reduction to geometry like Star Wars Outlaws and AC Shadows do. (When you reign in all the wasteful simulation, it leaves you plenty of room to still draw everything in at the same quality as everything else. Who knew?)
  • _UseLowGround, _UseLowResolutionSDF, _UseLowShellFur, _UseLowWaterSimulation, and _UseLowWindSimulation are on like the performance modes on other systems + Series S.
  • _SmallObjectCullingResolution is 720 on all values on Switch 2, same as Series S and performance mode on the big boy machines.
  • There's a handful of Switch 2 specific optimizations here. What these actually do is pretty baseless speculation on my part, so again grain of salt. When I say "everything else" this also includes PC's current lowest settings:
    • _DensityCullingFar is 100 on Switch 2, 1000 on everywhere else.
    • _EnableFoliageDensityCulling and _EnableGroundSwitchLodPerPatch are on, disabled elsewhere. So Switch 2 will have foliage density reduced off in the distance rather than it just being a quality reduction.
    • _VolumetricFogControl_ShadowCullingBlendFactorScale is 1.0 on Switch 2, 0.0 on everything else. Dynamic shadows have reduced precision or quality, or are maybe even off entirely, when in volumetric fog? Not sure about this one.
    • _SpeedTreeWind_Branch, _SpeedTreeWind_Global, and _SpeedTreeWind_Leaf all see reductions on Switch 2. Animated foliage won't move in the distance. Only when closer to the camera.
    • _UseLateResolve is enabled on Switch 2, disabled elsewhere. No idea what this does, truthfully.
  • Handheld mode sees some settings bumps for the real-time cutscenes. Nice touch."

Source



SteamMyAnimeList and Twitter - PSN: Gustavo_Valim - Switch FC: 6390-8693-0129 (=^・ω・^=)