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Forums - Gaming - Snake Pass - Switch & Ps4 analysis (Digital Foundry)

Qwark said:
Goodnightmoon said:

No they didn't, the ones that believed switch could imitate the graphics of big Ps4 games were an extremelly vocal minority that was always labelled as naive even for nintendo fans but looks like you decided to draw your alternative narrative from there for obvious reasons, anyways, is really dumb that you are saying this here when this game is running at 860p on Ps4, anyone would think that has to do more with the developer than with the hardware, with more budget and time it would be running at higher res in both consoles, the switch version in particular was made in very little time.

Splatoon 2 is also running on a variable framerate dropping below 720p hell even till the 500p numbers. That game is developed by Nintendo themselves. If you dont want powerful hardware, be my guest but for $300 you may expect 720p especially for cartoony games. So yes I am rather dissapointed by Switch is hardware and it wasn't a minority who claimed it being at least half as powerful as the Xone. Turns out it's way closer to Wii U than Xone for $300-.

But we have Mario Kart at 1080p 60fps and BotW at 900p so yeah jog on



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Tablets only 720p so anything around there is fine.



Snake Pass looked a bit interesting, but not for $20, especially when so many cool things are available or on the horizon. Maybe when its dirt cheap and perhaps actually optimized via patch.



specialk said:

My eyes tell me that the game looks good and runs smooth.

I love digital foundry but I feel lt's unfortunate that a lot of people decide how good a game looks or runs based on the DF analysis and not what their eyes tell them. (Not saying that's what you're doing)

I mean, we shall demand at least a slight bit of effort. I dont want The Order 1866 quality everywhere but man, 756p+30 fps is basically a PS3 game.

Listen for me Mario Galaxy on Wii looks '' good" but we have the PS4 for a reason, right ?



The fact that it's sub-1080p on PS4 suggests to me that the game's resolution is less a matter of hardware and more a matter of the game not being quite as optimized as it could be. I don't know if I'd necessarily call the devs "lazy" though, it could simply be that they didn't have the time or resources to get all 5 SKUs as refined as possible. 

That said, I think there's a lot to be said for higher quality pixels rather than simply more pixels. Despite its low resolution, it's still an attractive looking game in my opinion. The first patch has apparently already improved graphics quality on the Switch version, reinstating shadowmaps that were missing at launch:



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curl-6 said:

The fact that it's sub-1080p on PS4 suggests to me that the game's resolution is less a matter of hardware and more a matter of the game not being quite as optimized as it could be. I don't know if I'd necessarily call the devs "lazy" though, it could simply be that they didn't have the time or resources to get all 5 SKUs as refined as possible. 

That said, I think there's a lot to be said for higher quality pixels rather than simply more pixels. Despite its low resolution, it's still an attractive looking game in my opinion. The first patch has apparently already improved graphics quality on the Switch version, reinstating shadowmaps that were missing at launch:

Oh and yeah, I think that this is a by product of relying a bit more than we may like on Unreal Engine 4's built in optimization tools.  I'm working on a game with the engine now and it has a lot of built in scalability that makes basic, ground level optimization pretty easy stuff.  But if you want to get it running the best it can, that requires more ingenuity, time, and resources.  I imagine the Switch version relies on it the most.  I can say with confidence the shadows that were seen at launch were based on the default medium mode in Unreal Engine 4 (seen those shadows *many* times :P ).  Good to see they are already looking to do better and further optimize.  The polygonal density and number of effects plus the high quality AA are all nice and if they can get it closer to or at 720p eventually, that would be lovely.



Nuvendil said:
curl-6 said:

The fact that it's sub-1080p on PS4 suggests to me that the game's resolution is less a matter of hardware and more a matter of the game not being quite as optimized as it could be. I don't know if I'd necessarily call the devs "lazy" though, it could simply be that they didn't have the time or resources to get all 5 SKUs as refined as possible. 

That said, I think there's a lot to be said for higher quality pixels rather than simply more pixels. Despite its low resolution, it's still an attractive looking game in my opinion. The first patch has apparently already improved graphics quality on the Switch version, reinstating shadowmaps that were missing at launch:

Oh and yeah, I think that this is a by product of relying a bit more than we may like on Unreal Engine 4's built in optimization tools.  I'm working on a game with the engine now and it has a lot of built in scalability that makes basic, ground level optimization pretty easy stuff.  But if you want to get it running the best it can, that requires more ingenuity, time, and resources.  I imagine the Switch version relies on it the most.  I can say with confidence the shadows that were seen at launch were based on the default medium mode in Unreal Engine 4 (seen those shadows *many* times :P ).  Good to see they are already looking to do better and further optimize.  The polygonal density and number of effects plus the high quality AA are all nice and if they can get it closer to or at 720p eventually, that would be lovely.

Yep, my month of exile if officially up today haha. Good to be back. :)

While I can't vouch for it myself, as I haven't worked on the engine or extensively played any games that do, I have heard a lot about how good UE4's temporal AA is, and I recall Digital Foundry saying that it's quality does mitigate Snake Pass's low res to an extent. Sometimes less pixels with better image treatment gets you better results than more pixels with worse image treatment. On 360 for example, Alan Wake is only 960x540, but due to x4 MSAA, it actually ends up with nicer image quality than some AA-free 720p games.



curl-6 said:
Nuvendil said:

Oh and yeah, I think that this is a by product of relying a bit more than we may like on Unreal Engine 4's built in optimization tools.  I'm working on a game with the engine now and it has a lot of built in scalability that makes basic, ground level optimization pretty easy stuff.  But if you want to get it running the best it can, that requires more ingenuity, time, and resources.  I imagine the Switch version relies on it the most.  I can say with confidence the shadows that were seen at launch were based on the default medium mode in Unreal Engine 4 (seen those shadows *many* times :P ).  Good to see they are already looking to do better and further optimize.  The polygonal density and number of effects plus the high quality AA are all nice and if they can get it closer to or at 720p eventually, that would be lovely.

Yep, my month of exile if officially up today haha. Good to be back. :)

While I can't vouch for it myself, as I haven't worked on the engine or extensively played any games that do, I have heard a lot about how good UE4's temporal AA is, and I recall Digital Foundry saying that it's quality does mitigate Snake Pass's low res to an extent. Sometimes less pixels with better image treatment gets you better results than more pixels with worse image treatment. On 360 for example, Alan Wake is only 960x540, but due to x4 MSAA, it actually ends up with nicer image quality than some AA-free 720p games.

Really? I remember that game looked pretty good on my friend's TV.

And people here acting like 540p on Splatoon 2 in portable mode was a blurry mess lol



Goodnightmoon said:
curl-6 said:

Yep, my month of exile if officially up today haha. Good to be back. :)

While I can't vouch for it myself, as I haven't worked on the engine or extensively played any games that do, I have heard a lot about how good UE4's temporal AA is, and I recall Digital Foundry saying that it's quality does mitigate Snake Pass's low res to an extent. Sometimes less pixels with better image treatment gets you better results than more pixels with worse image treatment. On 360 for example, Alan Wake is only 960x540, but due to x4 MSAA, it actually ends up with nicer image quality than some AA-free 720p games.

Really? I remember that game looked pretty good on my friend's TV.

And people here acting like 540p on Splatoon 2 in portable mode was a blurry mess lol

It looks good on my TV too; a lower number of higher quality pixels can look better than a higher number of lower quality pixels.

Monster Hunter 3 Ultimate on Wii U is higher resolution than Breath of the Wild, but few would dispute that Zelda looks superior.



So a bad PS4 port and Switch is easily the most powerful handheld ever.