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RPGamer

Banned
Oct 25, 2017
1,435
That's why the switch conversion was so spectacular for me originally...i thought QLOC had done something pretty insane and clever to get a game like this running without much cutback in regards to the core graphic pipline and the clear budget buster of the project(the motion capture and realistic character model) , but the answer was the most simple and basic out of the things i was expecting..

its like hearing Capcom say "we're porting RE7 to the switch!", I'm like holy crap, but the game does run at 60 on other consoles, did you cap the FPS to 30, readjust the rendering pipel- and capcom just cuts us off with "but its streamed".

I get the realities of the situation, but specifically in regards to marveling about technical optimizations and things like that, it just takes all the fun and wonder out of it IMO


Streaming the whole game is not comparable to cutscene videos though and i think it's well implemented. They probably could have done those scenes realtime with lower resolution which wouldn't have looked as good as it looks now.
 

chrisPjelly

Avenger
Oct 29, 2017
10,496
i thought the ps2 original editions of Final Fantasy games like FFX showcased this really well, going straight from real time cutscene straight to FMV video without skipping or loading and back again. Up until that point, loading prerendered cut scenes in my experience had always been a fairly obvious affair
I'll have to check that out for sure
 
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Equanimity

Equanimity

Member
Oct 27, 2017
14,992
London
That's why the switch conversion was so spectacular for me originally...i thought QLOC had done something pretty insane and clever to get a game like this running without much cutback in regards to the core graphic pipline and the clear budget buster of the project(the motion capture and realistic character model) , but the answer was the most simple and basic out of the things i was expecting..

I'm completely with you on this. While the transition from real-time to FMV shouldn't be an issue for most players on the Switch. For me, this cutback does somewhat take away from the technical accomplishment I had naively assumed a few days back.
 

fourfourfun

Member
Oct 27, 2017
7,694
England
I'm completely with you on this. While the transition from real-time to FMV shouldn't be an issue for most players on the Switch. For me, this cutback does somewhat take away from the technical accomplishment I had naively assumed a few days back.

I think it is very clever, an advancement of what Final Fantasy was doing in blurring FMV with gameplay way back. It is, fundamentally, a technical achievement in that sense.
 

funky

Banned
Oct 25, 2017
8,527
That footage of Portable mode

tenor.gif
 

ss_lemonade

Member
Oct 27, 2017
6,661
i thought the ps2 original editions of Final Fantasy games like FFX showcased this really well, going straight from real time cutscene straight to FMV video without skipping or loading and back again. Up until that point, loading prerendered cut scenes in my experience had always been a fairly obvious affair
Final Fantasy 8 had a lot of these. You were still in full control too during several of the prerendered cutscenes. I thought that was really impressive back then.
 

srtrestre

One Winged Slayer
Member
Oct 25, 2017
18,972
This is impressive as hell. Too bad I'm a little short on the monies. Might get next month.
 

Menx64

Member
Oct 30, 2017
5,774
Amazing port. Awesome Job by the studio. I hope they can fix the frame passing as John said.

Awesome job as always Dark1x !
 

Poison Jam

Member
Nov 6, 2017
2,984
Full motion videos instead of real-time cutscenes is a dealbreaker for me, but I suppose it was for compression and to mitigate loading between maps.
I'd bet it's because a lot of the games cutscenes rely on the performance of Senuas actress. And that is portrayed through finely detailed animation and rendering (with a heavy dose of intensive effects) which likely couldn't be done justice on the Switch in a seamless way.
 

Gestault

Member
Oct 26, 2017
13,383
UE4 runs "only" 900p on ps4 because it requires 4TF of gpu to run at 1080p if I'm not wrong.

Just so you don't get people looking at your sideways in the future, game engines don't work this way re: being a fixed value required to run at a given resolution. You can make generalizations/estimations about GPU needs for specific titles, but low-level things like the engine itself don't usually determine it. UE4 specifically is so flexible, it wouldn't be a good example, anyway.
 

Nostremitus

Member
Nov 15, 2017
7,777
Alabama
That sound thing they noted in the video sounds like my TV does when I have surround turned off on the TV but have it turned on in the Switch settings. The sounds just fade away when they go to a surround channel that's deactivated.
 

KORNdog

Banned
Oct 30, 2017
8,001
Looks pretty rough across the board to me. Serviceable docked, but pretty atrocious in portable mode. The solution to maintain decent visuals in cut-scenes is good though. I think as is the case with most switch ports, if you're playing with no knowledge of the other versions, you'll likely be happy. Ignorance is bliss after all. But if you've played any of the other versions its a bit disappointing.
 

Nacho

Member
Oct 25, 2017
8,121
NYC
How is it misleading when they state that fact early in the video ? lol
Because it's a thumbnail, . Do you think most people would assume that a thumbnail comparison for a graphic comparison video would think that they're 'clearly' comparing prerendered video to real-time graphics?
I know they say it in the video, that's how I know lol. I'm just talking about the thumbnail.
 

Inuhanyou

Banned
Oct 25, 2017
14,214
New Jersey
Honestly I think people overlook fighterz because of its artstyle. It gets my nod. I play it almost daily and all the effects and everything going on and a rock solid 60fps and full HD.

Well you have to seperate graphics from art style TBH. The rendering load is completely different despite both Arc System works games and NRS games being visually impressive. Guilty Gear Xrd was created for ps3 hardware after all, so the rendering pipline isnt very harsh on the hardware at all to start.
 

Lwill

Member
Oct 28, 2017
1,627
Would have to be a beast. It's not even holding 720p in docked here. It's impressive for handheld but not so much docked IMO.

The docked Switch only boost the GPU speed by 2x, so you have to consider that when you consider how much a game can be enchanted in that mode.
Looks pretty rough across the board to me. Serviceable docked, but pretty atrocious in portable mode. The solution to maintain decent visuals in cut-scenes is good though. I think as is the case with most switch ports, if you're playing with no knowledge of the other versions, you'll likely be happy. Ignorance is bliss after all. But if you've played any of the other versions its a bit disappointing.

It is my impression that the majority of the people who did play the original will be amazed that the game looks as good as it is on the portable console.
 

jett

Community Resettler
Member
Oct 25, 2017
44,663
The cut-scenes being all FMV explains a lot. Still an impressive achievement in a way but a much more understandable one.
 

Bjones

Member
Oct 30, 2017
5,622
The cut-scenes being all FMV explains a lot. Still an impressive achievement in a way but a much more understandable one.

they are rerendered to match the games graphical settings. So it isn't like there's a ton of difference between them but obviously they are at a set full 720p resolution.
 

SiG

Member
Oct 25, 2017
6,485
Looks pretty rough across the board to me. Serviceable docked, but pretty atrocious in portable mode. The solution to maintain decent visuals in cut-scenes is good though. I think as is the case with most switch ports, if you're playing with no knowledge of the other versions, you'll likely be happy. Ignorance is bliss after all. But if you've played any of the other versions its a bit disappointing.
I have Steam, but I still got the Switch version simply because it's one of the few games really pushing the system to its limits.
 

Deleted member 10726

user requested account closure
Banned
Oct 27, 2017
2,674
ResetERA
Really impressive stuff there. I think QLOC made a lot of smart decisions on porting over such an graphically intense game to such a small platform. Lots of care went into making sure the art direction is retained despite the pared back visuals and the FMVs were a smart call on their part in order to make sure Hellblade's biggest moments aren't crippled by the Switch's weaker hardware.

That port definitely was no easy task for them, but I think they did a fantastic job in retaining the experience despite the massive gap in hardware strength between what the game was developed for and what this port is running on.
 

8byte

Attempted to circumvent ban with alt-account
Banned
Oct 28, 2017
9,880
Kansas
Full motion videos instead of real-time cutscenes is a dealbreaker for me, but I suppose it was for compression and to mitigate loading between maps.

...why is this a deal breaker? They're literally non-interactive scenes. The experience is identical.
 

fiendcode

Member
Oct 26, 2017
24,932
There's fluctuation on both machines, less so on the One X. Frame-pacing isn't really an issue if you're in fluctuating between 50 to 60fps.
XBOX mostly does hit 60fps but PS4Pro doesn't maintain 60fps nearly as consistently. Also it runs much lower res for that mode (usually 900p, even lower than base PS4 usually), if you want 1440p dynamic you're looking at 30-40fps with worse judder than Switch even.
 
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OP
Equanimity

Equanimity

Member
Oct 27, 2017
14,992
London
XBOX mostly does hit 60fps but PS4Pro doesn't maintain 60fps nearly as consistently.

I know, you're repeating what I said earlier.

Also it runs much lower res for that mode (usually 900p, even lower than base PS4 usually), if you want 1440p dynamic you're looking at 30-40fps with worse judder than Switch even.

Sacrificing resolution for a 60fps option can only be a good thing. Neither is ideal, but I prefer unlocked frame-rate over wonky frame pacing.
 

Keldroc

Member
Oct 27, 2017
11,987
looks dreadful honestly, huge hit on texture quality and crazy blurry

Yeah I get that it's impressive by the standards of the hardware they're working with but I have no idea why anyone would want to play it like this when literally every other version of it is objectively better from a performance and presentation standpoint. Losing the lighting quality is understandable but tremendously compromising. It does not look good.
 

fiendcode

Member
Oct 26, 2017
24,932
I know, you're repeating what I said earlier.
I'mjust adding more information. The XBOX version rarely drops below 60fps while PS4Pro rarely maintains it. PS4Pro still studders at choke points too, it's not as smooth.

Sacrificing resolution for a 60fps option can only be a good thing. Neither is ideal, but I prefer unlocked frame-rate over wonky frame pacing.
I mean, sure but 900p average res for PS4 Pro? And that's not the floor either, it can drop even lower. In the high res mode the judder is terrible too, again this doesn't seem to be something only impacting Switch but all versions.
 

chandoog

Member
Oct 27, 2017
20,074
But the frame rate is a pretty consistent 30fps.

Hellblade has terrible frame pacing on every console except Xbox One X.

I thought they rolled out a patch to fix it (or at least on the high resolution PS4 pro mode)

Haven't seen this DF video yet, so apologies if it says different.
 
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