axisofweevils
Holy crap! Today's real megaton is that more than two people can have the same first name.
Wonder why they used Wolf instead of NX as a codename.
Well, that Twilight Princess amiibo works in BOTW, right....
Wonder why they used Wolf instead of NX as a codename.
That's all I wanted.screen percentage is upscaling FYI
so it wont render native in handheld mode but will in docked
EDIT:
if you presume the docked is 1080p then 66% is somewhere between 720p and 1600×900 pixel wise, so safe to bet 720p
so seems like THEORETICALLY it would be 1080p on tv, 720p on handheld like leaks suggest
Wonder why they used Wolf instead of NX as a codename.
They're significantly scaling back a variety of graphics settings when in handheld mode by default instead of just chopping the resolution to 720p.
They're significantly scaling back a variety of graphics settings when in handheld mode by default instead of just chopping the resolution to 720p.
It's actually numbers representing a thing. How the hell can it be misleading? The OP isn't suggesting easy or meaningful ports are coming to Switch. That's another debate entirely.
Hehe.
But it's even more than that, seems a combination of downscaling and graphic attributes cut down. On decreasing the resolution doesn't seem to cover for the gap between console and handheld. Which is a bit strange under the scenario presented by DF which made it look like the having 1080p docked and 720p on handheld is "free".
anti-aliasing? we did it?
Basically graphics settings themselves will scale down to match the portable mode, not just resolution.
That seems very hard to do though, its almost like making two SKU's with completely different configurations and then having to switch between them instead of just making a resolution switch like PS4 and Pro.
That could be an obstacle getting down and dirty with the hardware, but having to account for handheld mode will have done that by default i suppose.
Considering the agressive nature of their clock speeds, i guess they do this specifically because they can't control the state of the game without massive cutbacks like this
I'm guessing on Nintendo's games they won't be downscaling anything (except Smash...and MAYBE Splatoon), as they'll use the handheld mode for a base on everything.
Why in the world would one put the screenpercantage setting at 66% in mobile mode?
The screen percentage in UE4 is applied to both width and height. So 66% of 1920x1080 would mean 1280x720.
What *is* curious about the screen percentage is that it wouldn't be necessary if the system actually forced a resolution change when switching between docked and undocked mode, but the fact it's there means the game is merely notified of the change and has freedom to decide what to do, instead of going through a device destruction-recreation process like what happens when you rotate an iOS or Android device, for example.
Why in the world would one put the screenpercantage setting at 66% in mobile mode?
Nope. Programmers don't count like you muggles.So handheld at "1" is basically lowest settings possible. Games can look even uglier in mobile.
Reduction in certain effects won't be as noticeable at a lower resolution on a smaller screen anyway. Trying to cram too much detail into too few pixels could actually make things uglier, IMO. At the very least, having to render less could help with battery life.
The best thing to come out of this (so far) are the code names WolfSea and WolfAir. That would've been so much cooler than NX.
From the first page:
That would be much easier to code for definitely, but third parties are gonna want to be more ambitious which is where problems will show for handheld mode i think.
Nintendo should have just locked devs to handheld mode, so the GPU upclock could just increase res for the television display, so they could not try to get cute.
But i guess at the same time, upscaling handheld fidelity assets to the TV could not look so great either, even with increased internal res. That might even exaggerate it
Quoting myself:
Unless the game is 2D with zero post process effects, GPU performance is used for things other than writing pixels to the screen.
Because it can't let Star Fox do dual screens.
Also all this 1080p docked talk, lot of games will suffer a lot graphically if they go for native 1080p.
Also all this 1080p docked talk, lot of games will suffer a lot graphically if they go for native 1080p.
Actually, they are scaling back a variety of graphics settings *and* chopping the resolution to 720p. This line reduces the rendering resolution to 66%, so 1080p becomes 720p:They're significantly scaling back a variety of graphics settings when in handheld mode by default instead of just chopping the resolution to 720p.
+CVars=r.ScreenPercentage=66
At a guess, the reason they use a scaling factor for resolution rather than explicitly setting it to 1080p in portable mode is that it allows developers to set a docked resolution and get an appropriate resolution in portable mode as well if they don't want to have to tweak each one. So, if a developer went with 900p in docked mode, they'd get 600p in portable mode automatically.
Obviously larger devs would manually optimise everything for each mode and ignore the presets, but for small devs considering a Switch port it would make things a little bit simpler.
So usually in game. ini files 1 is low settings, 2 is medium, 3 is high and 4 is ultra.
And for AA and AF "1" is usually 2x AA or AF, "2" is 4x and so on and so forth.
Looks like docked mode will be 1080p medium settings on PC and handheld will be 720p low settings on PC.
This is a rough example. Just adds perspective.
Nobody asked you to dumb down yourself, just the topic.
They're significantly scaling back a variety of graphics settings when in handheld mode by default instead of just chopping the resolution to 720p.
Actually, they are scaling back a variety of graphics settings *and* chopping the resolution to 720p. This line reduces the rendering resolution to 66%, so 1080p becomes 720p:
Code:+CVars=r.ScreenPercentage=66
Actually, I think the Switch doesn't forces a resolution change on the game. So it seems UE4 games, by default, simply reduce their internal rendering resolution to 66% to compensate.
Wonder why they used Wolf instead of NX as a codename.
This seems... concerning. Not in and of itself, but if it opens the door to games that can only maintain 30fps when docked, that would be very bad.
e:
I still maintain that the best image quality you are going to get on the Switch is to target 720p first, then take the 'freeby' boosts in docked mode, rather than the other way round - these settings don't make me change my mind on that, except the 'upscaled' version will look even nicer
I'm pretty sure everyone understands that. This is GAF, not a Facebook comment section.
I wonder if we will see developers use temporal reconstruction similar to Quantum Break and Rainbow Siege Six to increase framerate by rendering at a lower resolution and using 4 lower resolution frames to construct a higher resolution image. Also, it will be pretty interesting to see if Nvidia allows Switch to use a version of their multi-res shading tech which is used in Shadow Warrior 2 to render certain parts of the screen at higher resolution and other parts at a lower depending on where the player looks.
There seems that there are a lot of approaches developers can use to port down games to Switch. I guess this might be the good news Nintendo fans were looking for.
screen percentage is upscaling FYI
so it wont render native in handheld mode but will in docked
EDIT:
if you presume the docked is 1080p then 66% is somewhere between 720p and 1600×900 pixel wise, so safe to bet 720p
so seems like THEORETICALLY it would be 1080p on tv, 720p on handheld like leaks suggest
So what's next, someone boots up a UE4 game with settings that match these presets and go "Dis is Switch grpahics!!" ??
I am actually curious what UE4 could accomplish with these presets to be perfectly honest lol.
Actually, I think the Switch doesn't force a resolution change on the game when changing modes. So it seems UE4 games, by default, simply reduce their internal rendering resolution to 66% to compensate. That "screenPercentage" setting is UE4 specific, you can actually change it on the fly to reduce game resolution without reducing the UI resolution.
Oh god. Here comes the 10 fps games in handheld mode. Nintendo should cancel this thing's launch before it is too late.
Oh god. Here comes the 10 fps games in handheld mode. Nintendo should cancel this thing's launch before it is too late.
Now we won't see this thread get to 100 pages...