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Forums - Nintendo Discussion - Hellblade: Senua's Sacrifice - Nintendo Switch Gameplay Footage

Amnesia said:

It looks exceptionnal, but there is not PS4 version running next to it, and a closer look makes notice that there is NO shadow at all, lights and ambiant effects also seem nearly absent.
What seems too surprising here is the resolution of the textures which is unusual on the Switch.
Maybe there are still deep potential of optimisation on the Switch, and this would reveal that PS4 and XBOX1 are often poorly optimised and dev are lazy on these machines.

The very first assertion you made is shown false 30 seconds in.  The shadows are soft, but they are there.

And no, this isn't the most spectacularly amazing UE4 game of all time but the game was made by a small team on a small budget.    It's hardly laziness.  Also, diminishing returns have made gaps like this less visibly distracting.  



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Nuvendil said:
Amnesia said:

It looks exceptionnal, but there is not PS4 version running next to it, and a closer look makes notice that there is NO shadow at all, lights and ambiant effects also seem nearly absent.
What seems too surprising here is the resolution of the textures which is unusual on the Switch.
Maybe there are still deep potential of optimisation on the Switch, and this would reveal that PS4 and XBOX1 are often poorly optimised and dev are lazy on these machines.

The very first assertion you made is shown false 30 seconds in.  The shadows are soft, but they are there.

And no, this isn't the most spectacularly amazing UE4 game of all time but the game was made by a small team on a small budget.    It's hardly laziness.  Also, diminishing returns have made gaps like this less visibly distracting.  

I was not talking about static shadows which are actually from texturing. There is no dynamic shadows.



Amnesia said:
Nuvendil said:

The very first assertion you made is shown false 30 seconds in.  The shadows are soft, but they are there.

And no, this isn't the most spectacularly amazing UE4 game of all time but the game was made by a small team on a small budget.    It's hardly laziness.  Also, diminishing returns have made gaps like this less visibly distracting.  

I was not talking about static shadows which are actually from texturing. There is no dynamic shadows.

So was I, dynamic shadows are present.  Senua is very obviouslycasting one at all times.  Resolutionof the effect and lighting makes them hardto see in some instancesand there is one instance were they seem not to be working right.  But they are there.  Also, those other shadows are absolutely not baked.



Nuvendil said:
Amnesia said:

I was not talking about static shadows which are actually from texturing. There is no dynamic shadows.

So was I, dynamic shadows are present.  Senua is very obviouslycasting one at all times.  Resolutionof the effect and lighting makes them hardto see in some instancesand there is one instance were they seem not to be working right.  But they are there.  Also, those other shadows are absolutely not baked.

I am sure Digital Foundery can't wait more to dig this one....



curl-6 said:

While it is difficult to get an exact assessment from off-screen footage, this does look like an extremely impressive conversion, especially considering how demanding the base game is. Hellblade is probably the most graphically advanced Unreal Engine 4 game to date, and unlike ports like Doom and Wolfenstein II it doesn't have the luxury of halving the framerate on Switch as it's already a 30fps game on PS4/Xbone.

At this point it's looking very likely I'll be picking this one up when it launches. I hope we get a release date soon.

I just hope we don't get fooled again like with ARK Survival revolved.

https://clips.twitch.tv/DistinctTemperedMageMau5



 

 

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Cobretti2 said:
curl-6 said:

While it is difficult to get an exact assessment from off-screen footage, this does look like an extremely impressive conversion, especially considering how demanding the base game is. Hellblade is probably the most graphically advanced Unreal Engine 4 game to date, and unlike ports like Doom and Wolfenstein II it doesn't have the luxury of halving the framerate on Switch as it's already a 30fps game on PS4/Xbone.

At this point it's looking very likely I'll be picking this one up when it launches. I hope we get a release date soon.

I just hope we don't get fooled again like with ARK Survival revolved.

https://clips.twitch.tv/DistinctTemperedMageMau5

To be honest. ARK bamboozles everyone on every platform it runs on. Crap of course.



Amnesia said:
Nuvendil said:

So was I, dynamic shadows are present.  Senua is very obviouslycasting one at all times.  Resolutionof the effect and lighting makes them hardto see in some instancesand there is one instance were they seem not to be working right.  But they are there.  Also, those other shadows are absolutely not baked.

I am sure Digital Foundery can't wait more to dig this one....

I'm sure they will.  This isn't the first game on Switch though to have shadows be so low res that they become hard to distinguish.

What is missing, though, is ambient occlusion.  That's what has the lighting looking a bit flatter than usual.  That and someone has the contrast.cranked down and the brightness cranked up. 



Nuvendil said:
Amnesia said:

I am sure Digital Foundery can't wait more to dig this one....

I'm sure they will.  This isn't the first game on Switch though to have shadows be so low res that they become hard to distinguish.

What is missing, though, is ambient occlusion.  That's what has the lighting looking a bit flatter than usual.  That and someone has the contrast.cranked down and the brightness cranked up. 

These light reflexions still looks amazing here...

We are on a really different scenario than 10 years ago with Wii vs PS3/X360. Now the illusion is perfect (from some distance).

It is harder to fool people when the game runs on a so large screen and available for visitors. Otherwise this will be a scandale really.



I predicted this port would be solid. The assets look good on the video but I anticipate the real compromise will be resolution.



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A possible explanation : it runs on the Switch Pro with the Tegra X1 not constrained anymore so it can deliver the full 1TFLOPS.