ConciousMan said:
HoloDust said:
No, SW:O doesn't need RT hardware (usual misconception), it uses software RT, yes, PS4 Pro would be able to run SW:O (it's GCN4 arch, and RX570/580 are running SW:O) in theory if Ubi put effort into it (but it would require even more concessions than SW2 port), no it doesn't make any sense from business perspective.
Whenever SW2 can use full DLSS model, image quality looks pretty good, especially in games where devs are using only spatial upscaling on other consoles. It is very solid hardware, though it might've been better if Nintendo was not going for higher profit margins.
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Ray traced effects don't require dedicated RT cores to be rendered. Crysis Remastered demonstrated that. However, thanks to your post, I've checked performance of a PC with RX 570 and 16 GB of ram in SW:O and it's below 20 FPS sometimes with FSR quality and low settings. So a PS4 Pro would be probably below that, not worth putting resources for porting IMO. Right now Nintendo might be selling Switch 2 at the loss, so they decision to stuck with the worse manufacturing process was a right one. They can always release a more powerful version if there's demand. |
In theory true, no RT hardware is really required for any RT game. In practice, some solutions are built around RT hardware (and accompanying software) that it becomes mandatory to have RT hardware to run them.
SW:O is not that kind of game, that is why it runs on GCN4 (I haven't looked if it runs on anything prior to that). But as you noticed, it runs not so good, and making it run at 30fps on PS4Pro (even if it didn't need SSD, or they pulled some trick that makes it run off HDD) would be a tall order. Not impossible, IMO, just harder than on SW2, since fixed hardware does wonders for optimizations, which is why comparing PC version of that game using any setting on any hardware cannot be really compared to SW2 port. But in the end, it's all pretty much a moot point - it makes no business sense, and that's all that matters really in the end when it comes to ports.
As for Switch 2 hardware - I'm not even talking about smaller node (though that would be great) - better cooling solutions, both in console and dock would allow for higher CPU/GPU clocks. SW2's GPU is limited at 1007MHz when docked, while Ampere based GPUs, both desktop and mobile, go to 1800MHz and beyond. It would be silly to expect that from handheld, but SW2 with vapor chamber could easily hit 1.3GHz, for ~$10 in BOM, and that is so much performance left on the table. Now, I know it's not Nintendo way, it would cut into their profit somewhat, but let's not pretend there are not relatively cheap solutions to pull this off.