Two brilliant Valve games from days gone by turn out to be beautifully suited to Nintendo Switch - and it seems that Nvidia's Lightspeed Studios handled the ports. Join Oliver Mackenzie for a deep dive into what made Portal and its sequel great, why the titles are so ideally suited to Nintendo Switch and how the conversion stacks up against the Xbox 360 version - and of course, Valve's own Steam Deck.
- portal lacks normal maps, specular lighting, and environmental shadow maps
- portal 2 uses the updated HL2:E2 which included shadow maps, particles, and hdr lighting
- Nvidia's Light Speed Studios worked on the port, they worked on the game prior and did Quake 2 RTX
- switch version is identical to the 360 release
- 360 version runs at 720p with no AA
- switch is 1080p with 2x MSAA
- 720p and 2x MSAA
- no AA in Portal 2 in portable mode
- ps3/360 was 30fps with frame pacing issues
- switch is 60fps with occasional dips
- game doesn't like alpha effects or the portals
- portals disable motion blur
- portable mode clears up the performance issues
- the gabe boy can run the games at 1080p with 4x MSAA at 60fps
- at 800p, the SD gets 4h of battery life
- gamma, texture filtering, and AA are the only differences
- OLED is a good selling point of switch over the steam dick
- on Series X and One X, the 360 version runs at 4K
- Series S, 1440p
- xboxes had higher res shadow maps
- no xbox has stable 30fps
- Switch/SD are the best consoles to play
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