Dekuman
Bounty Hunter
- Pronouns
- He/Him/His
Summary:
- Commented of good ports of the Sniper Elite games to Switch thus far
- Based on same tech as Sniper Elite 4
- DF spoke with staff at Rebellion, full interview here https://www.eurogamer.net/digitalfoundry-2022-zombie-army-4-the-making-of-an-incredible-switch-port
- 6.4 GB install vs. 21 GB on PS4 , a must (likely for physical release). Removed duplicate/legacy data, improved compression
- PS4 1080 30FPS, Switch 1080 docked dynamic (lower bound 918p) ; end result very competitive with PS4. DRS on edge cases during cut scenes.
- Prioritized sharp image on Switch, avoided using dynamic resolution while optimizing (interesting approach), DRS used as a last resort measure for GPU spikes.
- 720P target in handheld. Even fewer performance issues and DRS in portable mode. The devs optimized in portable first.
- Shadows cut back on Switch and SSAO stripped back. No dynamic shadows. Resulting in a less complete scene but pay off in performance worth it.
- Other subtle tweaks: geometry quality dropped in far distance. Effects reduced in quality. Smoke/dust/mist dropped radically.
- With only 3.5 GB of RAM for Switch, the team avoided blanket drop in texture quality in-game, but targeted lower grade assets on some things, but on others, asset quality retained.
- Screen space reflections (SSR) maintained accross big bodies of water, but on smaller reflective materials (puddles/marbled floors) SSR disabled and used cube maps instead.
- 80-100 zombies possible on PS4 and matched on Switch. Had to be in place for gameplay parity. Proved to be most challenging on Switch
- Maintained on Switch running with comparable AI.
- Game holds practically locked 30 fps on Switch, same as PS4 from every spot tested by DF. Made the cutbacks worth it.
- Occasionnaly 1 frame hitches , very rare case after big explosion or cutscene change. Resulting performance is very close to PS4. Docked play performance is great.
- In portable mode is equally well optimized. Rebellion North routinely tested performance to achieve the performance.
TLDR;
Solid 1080p 30 fps docked (closely matching PS4) 720p 30 portable, Great performance docked and portable
Developers focused on image quality, avoided dynamic resolution scaling, used at the end of the dev process as a last resort to smooth out performance in some spots.
Similarly, kept texture assets the same on some things, but dropped on others to fit the 3.5GB
Smart trade offs and cut backs. Biggest cutback are shadows, SSAO and smoke and other effects.
Zombies /density maintained same as PS4
Great impossible port
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