Yeah, pretty much.Yeah and I think this type of thing is greatly exacerbated when it's an open world game you're talking about, specifically one as enormous as this. There's no magic button you can press to fix every stretched texture in the world- you have to actually go through it bit by bit to find any weird artifacts. Even on Scorpio it wouldn't get any easier.
Considering their first goal in QA is to fix actual logic-related bugs I think this type of thing will only see improvement close to the very end of development like you said.
TXAA is pretty taxing. TAA would be perfect and i hope it's going to be "standard" as well.I love TAA. Or TXAA. I wish that would be the method on all switch games.
Nintendo has been using deferred rendering for Wii U games since the beginning iirc.Temporal sampling works better if the game has access to motion vectors (reduce ghosting), typically with deferred renderers.
I don't even think the majority of this GAF bubble cares all that much about the Switch's hardware just for the sake of hardware- it's all about how easy/likely it could be for multiplats to come over.
Personally (and i can only speak for myself here), the only reason i care is because i want Nintendo games to look as good as they possibly can within what can realistically be done in a tablet form factor given (and given a certain price point), and also because specs can influence game design. Zelda Breath of the Wild was simply impossible to make before Wii U.
About third parties, i doubt i'd buy any on the NS, except for games like Yooka-Laylee and 2D titles, because i like Nintendo's controller layout, c-stick and dpad more for this kind of gameplay. I have a beefy PC and a PS4 Pro for stuff like RDR, GTA, Mass Effect etc.