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Forums - Nintendo - T.Nomura: Kingdom Hearts III on Switch “maybe” possible after the game’s initial launch

TheBraveGallade said:
Kowan said:

It's not going to be as simply as just toning down graphics though. They need to rework a lot of stuff and re-optimize which will take time. They can do a simple port but it will easily become the worst version of the game( example is the Dragon quest heroes switch ports).

when it has around half the power the xbone does undocked? it won't need that much, especially since the switch's cpu is up to snuff. 720p docked 480p undocked might be enough of a lift to run it for one.

Lowering the resolution is not the only change it needs to run on the Switch. Like I said, they will need to rework a lot of the assets. If they rush the port and just lowered the resolution and removed other graphical features then it's going to look and run horribly to the point of being unplayable.



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KrspaceT said:

....You know Nomura, porting things like the HD collections is usually the job of guys like Tantalus, not your A team's job.

IT wouldn't actually hurt you.  It wouldn't cost that much and it would sell. Chain of Memories, 3D, 358 days, and maybe Recoded sold well....

....Must I trust Konami more than Square Enix these days.......

Square Enix is honestly almost as bad. They never deliver their games on time, FFXV felt unfinished and overhyped, and they have crazy standards for their IPs then get upset when those games don't sell as well as they thought(They literally thought 3.4 million sales in 4 weeks for the original Tomb raider reboot was bad... and Sleeping Dogs which sold 1.75 and Hitman Absolution which sold 3.6+ million units were also missing sales target even though they made a profit), and a lot of times  they push terrible buisness practices(like Hitman's seasons or Rise of the Tomb Raider's exclusivity). 

 

The only reason i'm not more critical of them is cause i've played like 2 of their games lol



zero129 said:
Kowan said:

Lowering the resolution is not the only change it needs to run on the Switch. Like I said, they will need to rework a lot of the assets. If they rush the port and just lowered the resolution and removed other graphical features then it's going to look and run horribly to the point of being unplayable.

You would be surprised how well game engines are made to scale now days.

Depends on how they use it. Anyway I guess the best basis we could have is Dragon Quest 11 and how long till they release the Switch version. But even so they haven't even begun doing any kind of development on other platforms so it's still going to take some time.



Hiku said:

There's no magic UE4 slider that's going to make all UE4 games easy to port to Switch. A UE4 game can be created so that it is impossible to run on PS4 Pro beyond 1 frames per second if you so chose, no matter how you scale it. Example, you have 10 billion characters appear on screen at the same time.
It's not always a matter of scaling graphics. Removing entire assets is another factor, and that usually has to be done and compensated for manually, which is where most of the workload comes in.

Then we have to consider 'fixed' costs like game logic, AI, animation/physics, shadow maps (guess you could lower the shadow map resolution here), geometry and that's not even including platform specific optimizations like AMD GPU vs Nvidia GPU (Maxwell based GPUs like the one in the Switch has no ability to do async compute.) ...



That'd be cool for Switch owners but if they ever do it, they should first release the collections (1.5+2.5 and 2.8) on Switch. I wonder why they didn't bother to release them on Xbox one, considering KH3 is coming out on that platform lol.



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Hiku said:
Mar1217 said:

KH3 runs on UE4. The Switch supports UE4. It's definitely gonna need some good tweaks to make it run well but it's not going to be a burden.

There's no magic UE4 slider that's going to make all UE4 games easy to port to Switch. A UE4 game can be created so that it is impossible to run on PS4 Pro beyond 1 frames per second if you so chose, no matter how you scale it. Example, you have 10 billion characters appear on screen at the same time.
It's not always a matter of scaling graphics. Removing entire assets is another factor, and that usually has to be done and compensated for manually, which is where most of the workload comes in.

If the game was created with Switch's hardware in mind, then the UE4 compatibility can make the conversion simple.
If it was not, then it may not be an easy task.

Exactly this. 



Kowan said:
Hiku said:

There's no magic UE4 slider that's going to make all UE4 games easy to port to Switch. A UE4 game can be created so that it is impossible to run on PS4 Pro beyond 1 frames per second if you so chose, no matter how you scale it. Example, you have 10 billion characters appear on screen at the same time.
It's not always a matter of scaling graphics. Removing entire assets is another factor, and that usually has to be done and compensated for manually, which is where most of the workload comes in.

If the game was created with Switch's hardware in mind, then the UE4 compatibility can make the conversion simple.
If it was not, then it may not be an easy task.

Exactly this. 

Actually, I work with UE4 and it isn't magic, but there are some straight up basic optimization sliders that make initial optimization steps really easy.  Snake Pass made use of these almost exclusively from what I can tell.  So you can get a serious head start with UE4 with optimization on the settings, effects, and such.  It can make a lot of other stuff easier too, iirc.

Now he is right, a game can be very difficult to port.  But that brings us to the dirty secret of this generation: 70 to 80% of games are using the power jump from Gen 7 to 8 just to make thekselves look pretty.  So the overwhelming majority of games are doing nothing mechanically that needs the power.  Is KH in that category, don't know.  From what I have seen, the biggest challenge is probably the particle effects that would probably need to be straight replaced with less demanding alternatives.  The rest, honestly, is mkre just a bit of a chore.  Going from high poly assets to lower ones is fairly straight forward, same with lowering texture resolutions.  It would be work, certainly, but from what I have seen of KH3, not too much.  Of the Square Enix Big 3 (the Square 3nix if you will), Final Fantasy VII Remake is the only one where I have strong doubts of its ability to be ported but so much of that game is a mystery.  Dragon Quest XI is being ported and KH3 looks well within reach.  



Nuvendil said:

Actually, I work with UE4 and it isn't magic, but there are some straight up basic optimization sliders that make initial optimization steps really easy.  Snake Pass made use of these almost exclusively from what I can tell.  So you can get a serious head start with UE4 with optimization on the settings, effects, and such.  It can make a lot of other stuff easier too, iirc.

Now he is right, a game can be very difficult to port.  But that brings us to the dirty secret of this generation: 70 to 80% of games are using the power jump from Gen 7 to 8 just to make thekselves look pretty.  So the overwhelming majority of games are doing nothing mechanically that needs the power.  Is KH in that category, don't know.  From what I have seen, the biggest challenge is probably the particle effects that would probably need to be straight replaced with less demanding alternatives.  The rest, honestly, is mkre just a bit of a chore.  Going from high poly assets to lower ones is fairly straight forward, same with lowering texture resolutions.  It would be work, certainly, but from what I have seen of KH3, not too much.  Of the Square Enix Big 3 (the Square 3nix if you will), Final Fantasy VII Remake is the only one where I have strong doubts of its ability to be ported but so much of that game is a mystery.  Dragon Quest XI is being ported and KH3 looks well within reach.  

I don't know about that ... 

The biggest difference between 7th and 8th gen is the transition to high quality physically based rendering, materials and pipeline. While you could argue that the method is used to make the game themselves look pretty it also fundamentally changes the 'art work' too since you work with a different content production pipeline ... 

I thought the biggest challenge to getting it to run on the Switch was the game logic since PS4 Pro has issues hitting 60FPS in the prologue despite the GPU being exactly 2x faster in every area aside from the bandwidth ... 



Late ports are better than no ports, but would be nice if games like these could launch alongside with the PS4 or XOne. Of course this game wouldn't be, since it has been in development for so long :p



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Interesting, from intervyu it seems like that they have plan to work on port for Switch version after PS4/XB1 versions are out.