Jranation said:
Like I replied to you above this comment. People can use their Mobile phone as a hotspot for the Switch to connect to and play online. Very easy to do and allows more than 1 Switch to connect to (if you are playing with friends)
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It would have been even easier and more intuitive if Nintendo bothered to have LTE support to begin with.
Jumping through more hoops isn't always a good thing.
quickrick said:
Higher resolution is way more demanding then cutting down some effects, that's the reason they drop resolution so much on the other 2 games. while rocket league was probably not holding a rocket solid 60fps, so cutting down some effects made sense, as it was really close to reaching it's target anyway.
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Not entirely accurate.
In short, it's a balancing act.
I mean... On PC you could have had 4k resolutions in same games 15 years ago when console gamer were still thinking 480P was cool.
Barkley said:
Turning off an effect, volumetric lighting for example, does not require a lot of work, Let's not forget both these titles are on PC with graphics options to turn off most of it already. Instead they decided to just downsample the textures and lower the render resolution. I would say neither requires much more work than the other. Though I'd much rather they had better resolution and textures.
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You would be surprised how many effects can be toggled on and off, the ability to do so is usually built-in right at the engine level and is exposed to the developers working on the game.
quickrick said:
What? 720p to 1080p requires 2.5x the raw power.
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False.
You should probably study more about game engines, not everything in a game actually renders at the output resolution.
quickrick said:
you look at ps4 pro or xbox x peromance mode in games for example when they try to hit 60fps, every developer lowers resolution as it's the best way to get better performance, all you have to do is look at how big dynamic resolution is.
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They do that because of how easy it is to implement. It's significantly easier adjusting the final output resolution via a command line than it is going back and remaking some of the art work from scratch to look better at a lower resolution.
quickrick said:
I understand what you're saying, but maybe removing those effects still didn't get anywhere the same performance as lowering the resolution.
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How can you even assert such a thing? They made a choice to retain the rendering pipeline at the expense of resolution and performance, not the other way around.
If they actually spent more time reworking the game so that the shadowing and lighting was baked, simplified the GPU accelerated particle effects and dumbed down the physics... Aka. What most 7th gen games would have done... They could have gotten away with a much higher resolution and framerate... But that would have come at the cost of significant development time and money, something they were obviously not going to do.
Still though, it's impressive what the Tegra chip in the Switch is capable of, makes you wonder what it could have been if Nintendo didn't castrate the clock speeds of that chip... And I am extremely interested to see how future porting efforts go as it's still super early days yet.
Credit where credit is due and all that.