curl-6 said:
The thing with dynamic res is that "540p" as a minimum sounds bad on paper, but in reality, the game may hardly ever get that low in practise, as the minimum is typically reserved for the worst case scenarios, and when the game does drop frames it seems more CPU than GPU bound. Plus, with DLSS, you can get away with resolutions that would look terrible on say PS5 or Xbox Series and still have passable image quality. Speaking of DLSS, the game apparently uses one of the more demanding variants of it available on Switch 2, so that also would incur a performance hit as well; there are lighter variants available for when a game has less headroom than this. To port a more demanding game like Doom, I imagine they'd just have to make more cuts to the assets themselves. |
Yeah, 540p via DLSS to 1080p output actually looks surprisingly fine on 4K TV from usual viewing distance (I was messing around with Max lighting+RR in Crimson Desert, which cripples GPUs, so I tested 1080p@ DLSS4/DLSS4.5 and FSR4.1 Performance). But...
...what I'm saying is that Indiana is...well, not light, but lighter game...with modified idTech 7 that actually favors Ampere over RDNA2 (unlike idTech 8 in DOOM that solved RDNA2 bottlenecks), yet they still had to go below 1080p@30. That's why I find it to be fine port, but not as impressive as SW:O, and why I think heavy RT titles from PS6 gen, who will be tough even for PS5 (again think Alan Wake 2 case or worse), will be really, really tough for SW2.
That said, it's always about ROI, not about tech, since there's pretty much always work around.







