shikamaru317 said:
Goodnightmoon said:
No, western 3rd party developers have shown they won't support a system if it SELLS significantly worse, quite a big difference, they don't care about making their games to look the more advanced they can, they care about selling the more copies they can.
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That is a factor, but not the only one. If these Switch specs are real, then it will require alot of extra work for devs to port XB1/PS4 games to Switch. If Switch was powerful enough to play the same build of a given game that XB1/PS4 play but at a lower resolution (Switch 720p, XB1 900p, PS4 1080p for instance), it wouldn't be an issue, but that's not the case. If Switch really has only 400 or so gflops when docked, that means it can't play XB1/PS4 games at native 720p, and probably not even at 540p, without additional work done by the devs to make lower quality assets (lower res textures, lower polygon character models, etc.). Many Western developers simply don't want to do that much extra work, a few extra months spent on a Switch port is a few extra months they could be spending on their next project instead. These early western 3rd party games are going to have to sell quite well on Switch to convince the devs to keep supporting it, none of that 200-400k stuff that the western 3rd parties sold on Wii U early on.
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I thought that in modern engines, lower quaity setting is all already ready, just by pressing a button. Lowering the resolution of textures can be done automatically, just by downsampling the high textures(done automatically by lots of programs, maybe even the engine). Also for lowering the poligons count, resolution...
The big work is to make better assets. As long the engines are compatible with switch, there would be not that much work.
Is a very different situation from wii U. Even if wii U was more powerfull than ps4, but still doesnt have support to most used engines, i thing we would still not see the games there. Also we had a especific gimmick like gamepad, where the developer was forced to use, and take considerations of issues of rendering in a second screen(and probably the engines used on ps360 and ps4one were not ready for it)