Wyrdness said:
That's assuming these are the only values for the profiles and across all text files which remains to be seen right now you're arguing off that basis which I find unlikely to be the case given how engines are. No shit it's what they use to make a usable scalable feature that was the whole point to begin with, people were unsure how development would work with to different performance levels so didn't whether it involves making two versions of creating a version based on the lowest setting, this just tells them they can still get games taking advatage of dock performance. What you just posted is basically what I said in that a developed game will scale for the two modes using this, you've been arguing a context that isn't there apart from in your head, maybe it's the wording. |
This is ridiculous. The OP literally says that these are the profiles. That implies that is the profile in its entirety. How dare I make the assumption that the these are the only values for the profiles when it says that these are it? Nah. That's a totally reasonable assumption to make, far more reasonable than assuming this mean the engine will scale a Nintendo Switch game for you.
Your original point and something you've said repeatedly is that this IS a scalable feature, not "this could be used a building block to create a scalable feature". Those are two compeletly different things. That's like saying "I bought a new car", and then when you go and show it to your friends, presenting them with a piece of a door frame. Sure, you certainly need that door frame piece in order to build a car, but you're not exactly going to cart your freinds around town with your piece of a door frame, are you? Well I was arguing that you never had a car, and now you're acting like you talking about a door frame piece the whole time.
What do you mean no one was sure how development would work? This was obvious since the console was announced. The game would be required to have two operating modes. That means supporting both of those modes completely, testing those modes individually, and testing them while switching back and forth between the two. In many ways, developing for the Nintendo Switch makes it almost as much work as making a game for two completely different platforms. These profiles from UE4 does absolutely nothing to change that.







