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Forums - Nintendo - Different settings for docked / portable Switch modes spotted in Unreal Engine 4

Soundwave said:
Honestly I think Nintendo just made this thing basically for Wii U tier graphics.

720p Wii U visuals is what it's supposed to run in portable mode.

1080p Wii U visuals for home dock

Nintendo will use it for more than that for sure, the doubt is on third parties.



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bigtakilla said:
curl-6 said:
With such a huge gap between portable and docked performance, how that extra power is used is going to have a dramatic effect on overall graphical quality.

If they simply design their graphics to run in portable mode, and boost screen resolution when docked, it'll look fairly unimpressive.

On the other hand, if they do use the extra power for provided by the dock to boost detail, texturing, (even just better filtering of the same base texture could make a big difference) effects, shadows, etc, then we could actually see a significant step up from Wii U graphics.

It seems like a static change and not dynamic. Don't expect too much 

I'm not, I've said before I expect them to simply run Wii U graphics in portable mode, and boost resolution to 1080p when docked.

It's theoretically possible, however, for the system to do so much more.



When people are talking about portable and dock mode, theny need to understand that Switch even in portable mode will be noticible stronger than Wii U:

-Wii U has 176 Gflops while Switch portable is around 160 Gflops, but real world performance of Switch will be better compared to Wii U because Switch has very modern/tech architecture.
-Switch CPU is noticible stronger than Wii U CPU that actualy was bottleneck.
-Switch will most likly have 3GB of RAM for games, while Wii U had one 1GB RAM for games.
-Part of Wii U resources were taken buy Wii U gamepad.