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Oct 27, 2017
2,766
That didn't work out for them the first two times. More power doesn't win the race.

Well duh, Nintendo's proven that for almost 30 years now. But I think Sony can still hold their own against the Switch with a Switch-like rival. And as I said, it won't be a huge generation leap like their previous handhelds, but it should and likely will still be more powerful than the Switch. The Switch is sort of blurring the lines between current gen and last gen, especially since current gen consoles weren't that big of a leap over last gen technologically to begin with.
 

Shawndroid

Member
May 24, 2018
591
Canada
Switch is weaker than the PS4 and Xbox One, but it's not THAT weak. At best it's around the range of low-end PCs, which for a mobile device is pretty impressive.

It's week. It's not that week. These are very nebulous terms. It is weaker than the PS4 and Xbox One. Isn't it about the same as the Wii U? Is the Wii U around the same as the PS3 and 360? That seems like it would be relatively weak. I don't mind though. The diminishing returns mean it's not that big of a deal to me. At least, not for first party software or the indie games I've started playing.

With this update, I wonder if this might be the reason Yoshi was delayed by Nintendo. The game looked ready to ship last year, so I wonder if they were seeing if the game could run better on the switch.

I find it unlikely that Feel Good knew that in July of 2018 a big update would drop and they decided to stop everything and wait for months to begin the update process so they can then start working on it again with the updates. Even if they did, I doubt it's important to them because Yoshi (Switch) is not a game that has a lot of things happening at once. It looked great to me, but there are only a few enemies, Yoshi doesn't run very fast and so I doubt it uses much processing and graphics power compared to Fortnite or Doom or other intensive games.
 

ILikeFeet

DF Deet Master
Banned
Oct 25, 2017
61,987
It's week. It's not that week. These are very nebulous terms. It is weaker than the PS4 and Xbox One. Isn't it about the same as the Wii U? Is the Wii U around the same as the PS3 and 360? That seems like it would be relatively weak. I don't mind though. The diminishing returns mean it's not that big of a deal to me. At least, not for first party software or the indie games I've started playing.
in handheld mode, it's better than the Wii U (not by too much, but better), which in turn is better than the PS3/360
 

SeanBoocock

Senior Engineer @ Epic Games
Verified
Oct 27, 2017
248
Austin, Texas
The performance improvements are enticing (platform specific as well as the garbage collection optimizations), but probably the biggest reason that we'll integrate soon (after the inevitable 4.20.1/2 where Epic sorts out the more egregious regressions): full support for Visual Studio 2017. UE has already supported it for awhile to varying extents, but we've been waiting to make the studio wide switch over until it got proper full support.

Other cool stuff that I'm looking forward to using: Niagara (Epic has been teasing Niagara for years and our VFX artists are very keen to start playing with it); the material/rendering improvements for skin shading; more granular material statistics; and the various LOD workflow/functionality improvements.
 
Oct 27, 2017
2,766
It's week. It's not that week. These are very nebulous terms. It is weaker than the PS4 and Xbox One. Isn't it about the same as the Wii U? Is the Wii U around the same as the PS3 and 360? That seems like it would be relatively weak. I don't mind though. The diminishing returns mean it's not that big of a deal to me. At least, not for first party software or the indie games I've started playing.

Speaking in terms of GPU, the Switch is around half a generation ahead of PS3/360/Wii U. Tegra X1's GPU contains a lot of shaders and features that you see in current gen games, even a few things the PS4 and Xbox One lack such as 16mm mode, which combined with Nvidia's tools and APIs, allows the Switch to surpass last gen consoles, even punch above its weight in certain cases. Even it's CPU, at least docked, it still a step up from last gen consoles. The Switch sort of blurs the distinction of last gen and current gen since this generation technically speaking, wasn't that huge of a leap to begin with. As you mentioned, diminishing returns is making each generations graphical leap smaller and smaller, and is making older tech for smaller teams lasts longer and longer. That's actually a major reason why PS3 and 360 lasted so long in support, a lot of developers were simply fine with supporting that graphical fidelity for a while longer.
 

Cinemikel

Banned
Oct 25, 2017
2,433
It'll be interesting to see how Sony will respond to the Switch, if they respond at all. Nintendo is more willing to compete if there's an actual counter-part to their product, and considering Kodera's recent comments, it's very likely Sony is R&D-ing a more direct answer to the Switch. Sony's going to want to be more powerful, so a Tegra X2 processor in the main console, plus an under-clocked x86 co-processor in the dock will likely put it to at least half of the base Xbox One when docked, which would be around 1.5-2x more powerful than the Switch. It's not a generation gap like the PSP vs DS, but it's still a step ahead of Nintendo's offering.

I think personally, Sony's going to into the future with 2 next-gen consoles, the PS5, and a Switch-like PlayStation Hybrid with detachable controllers.
Why waste the resources to make another platform they won't bother to make games for again?
 

ILikeFeet

DF Deet Master
Banned
Oct 25, 2017
61,987
What's interesting is that GPU particles will be coming to the switch as well. Cpu particles probably wont, but that's not too surprising. Maybe with the switch 2
 
Oct 27, 2017
2,766
Why waste the resources to make another platform they won't bother to make games for again?

I want to think Sony's learned from the mistakes it made from the PlayStation Vita. With a PlayStation hybrid console, Sony will want to focus more on games that are crafted especially for it, not just cheap imitations of their console titles farmed out to lesser developers. Naughty Dog and Sucker Punch will probably put all their effort on PS5, but it'd be nice if Sony had an alternative platform for their other developers like Japan Studio, and London Studio. Especially since this kind of product likely won't be aimed at the hardcore PlayStation fans awaiting the PS5, rather casual and lapsed gamers who are new to the PlayStaion brand and want something cheaper and less intimidating.
 

Lwill

Member
Oct 28, 2017
1,627
Speaking in terms of GPU, the Switch is around half a generation ahead of PS3/360/Wii U. Tegra X1's GPU contains a lot of shaders and features that you see in current gen games, even a few things the PS4 and Xbox One lack such as 16mm mode, which combined with Nvidia's tools and APIs, allows the Switch to surpass last gen consoles, even punch above its weight in certain cases. Even it's CPU, at least docked, it still a step up from last gen consoles. The Switch sort of blurs the distinction of last gen and current gen since this generation technically speaking, wasn't that huge of a leap to begin with. As you mentioned, diminishing returns is making each generations graphical leap smaller and smaller, and is making older tech for smaller teams lasts longer and longer. That's actually a major reason why PS3 and 360 lasted so long in support, a lot of developers were simply fine with supporting that graphical fidelity for a while longer.
Good post. Just to clarify, though, is that the Switch's CPU runs at 1.02GHz docked or undocked.
 

Simba1

Member
Dec 5, 2017
5,383
It's week. It's not that week. These are very nebulous terms. It is weaker than the PS4 and Xbox One. Isn't it about the same as the Wii U? Is the Wii U around the same as the PS3 and 360? That seems like it would be relatively weak. I don't mind though. The diminishing returns mean it's not that big of a deal to me. At least, not for first party software or the indie games I've started playing.

There is quite power gap between WiiU/PS3/360 and XB1/PS4.
Even in portable mode, Switch has more modern/capable GPU, more modern CPU and 3x more RAM memory for games (around 6x more than PS3/360).
Also despite Switch is weaker in power than XB1/PS4, technically in some parts is even more advanced.
 
Oct 26, 2017
13,610
People are saying that Dragon Ball FighterZ uses dynamic res on Switch, so already we have a game with the 4.20 update, holy shit.
 

kirbyfan407

Member
Oct 25, 2017
2,114
People are saying that Dragon Ball FighterZ uses dynamic res on Switch, so already we have a game with the 4.20 update, holy shit.

I'm quite ignorant about all of this stuff, but that...doesn't seem possible with the timelines. Could the developers have included the feature on their own via a custom implementation?

If the game does have that feature and it's using 4.20, that would be quite awesome. Once it releases, is there any way to check which version it uses?
 

ILikeFeet

DF Deet Master
Banned
Oct 25, 2017
61,987
When did they perfect the anime look in games? With this one? This is the first example I've seen where it's pulled off so well that you can't even tell it's 3D. It literally looks like an animated show. Amazing.
Guilty Gear Xrd was the first game where they used this style. that was on UE3. there wasn't any magic shaders involved, just smart modeling and lighting

I'm quite ignorant about all of this stuff, but that...doesn't seem possible with the timelines. Could the developers have included the feature on their own via a custom implementation?

If the game does have that feature and it's using 4.20, that would be quite awesome. Once it releases, is there any way to check which version it uses?
it's possible for the game to use it's own implementation. it's also possible for Arc System to get their hands on a preliminary build (this is how Snake Pass was released before official Switch support in UE4)
 

VeePs

Prophet of Truth
Member
Oct 25, 2017
17,369
It'll be interesting to see how Sony will respond to the Switch, if they respond at all. Nintendo is more willing to compete if there's an actual counter-part to their product, and considering Kodera's recent comments, it's very likely Sony is R&D-ing a more direct answer to the Switch. Sony's going to want to be more powerful, so a Tegra X2 processor in the main console, plus an under-clocked x86 co-processor in the dock will likely put it to at least half of the base Xbox One when docked, which would be around 1.5-2x more powerful than the Switch. It's not a generation gap like the PSP vs DS, but it's still a step ahead of Nintendo's offering.

I think personally, Sony's going to into the future with 2 next-gen consoles, the PS5, and a Switch-like PlayStation Hybrid with detachable controllers.

2 next gen consoles is a bad idea unless they expand their first party studios even more. You wanna put all your eggs in one basket. With the Vita you saw "B" teams working on the it wild the main teams worked on PS4 and in some cases it showed (Uncharted was so-so, I liked KZ:M tho).

Similar with Nintendo and 3DS and Wii U. They put out a decent amount of games for both but now with only one console to focus on they'll have a fantastic library by the end of the gen. It's a good move.

And not only that, Development times and costs will increase next gen. It's not a smart move imo. Are they also planning on dumping PS VR then? Or will
They have first party studios putting resources into that as well?
 

Pottuvoi

Member
Oct 28, 2017
3,065
The OP says that dynamic resolution was added to UE4. Is it likely ASW got it working prior? Maybe. I can't recall any UE4 Switch game using it. Maybe until now you couldn't use dynamic res while using UE4 on Switch.
You could, but you would have to do the blueprints for it yourself. (And make sure it works properly with everything else.)

Now enabling dynamic resolution and temporal upsampling is just a couple of boxes to check.
 
Oct 29, 2017
4,721
ASW probably got an early build of 4.20 to use for DBF (much like how Sumo got an early version of UE4 for Snake Pass' Switch port - both are big showpieces for the engine's capabilities on Switch, so Epic had an incentive to make it happen). We know that it was already ready to go before its official release because Fortnite uses it.

Prior to 4.20, UE4 games couldn't use dynamic resolution or mixed resolution settings on Switch (I.e, having a 1080p hud while the 3D graphics render at 900p like in Fortnite).
 
Oct 27, 2017
5,618
Spain
I'm quite ignorant about all of this stuff, but that...doesn't seem possible with the timelines. Could the developers have included the feature on their own via a custom implementation?

If the game does have that feature and it's using 4.20, that would be quite awesome. Once it releases, is there any way to check which version it uses?
Developers can implement tools and optimizations on the engine by themselves, it's open source. Nobody uses the vanilla engine, everyone adds code as they need and they branch out from the official engine. What this does is that the most recent vanilla engine is more optimized and has more tools, but it doesn't mean that other developers didn't create similar things on their own for their own projects. It's just that now they come with the vanilla engine. This also means that some developers will be able to update their project halfway through development if they find these tools and optimizations useful, but others won't, depending on many, many factors.
 

Pottuvoi

Member
Oct 28, 2017
3,065
Developers can implement tools and optimizations on the engine by themselves, it's open source. Nobody uses the vanilla engine, everyone adds code as they need and they branch out from the official engine. What this does is that the most recent vanilla engine is more optimized and has more tools, but it doesn't mean that other developers didn't create similar things on their own for their own projects. It's just that now they come with the vanilla engine. This also means that some developers will be able to update their project halfway through development if they find these tools and optimizations useful, but others won't, depending on many, many factors.
Developers can also share their optimizations and they can become part of future versions of UE.
 

japtor

Member
Jan 19, 2018
1,143
When did they perfect the anime look in games? With this one? This is the first example I've seen where it's pulled off so well that you can't even tell it's 3D. It literally looks like an animated show. Amazing.
As mentioned they got it with Guilty Gear Xrd, to get more details, they did a GDC talk about it a few years ago:

https://gdcvault.com/play/1022031/GuiltyGearXrd-s-Art-Style-The

There's some neat technical things in there like details (more or less) all being part of the model vertices rather than textures, and various modeling and lighting tricks to make sure things look right, but as far as getting the right look for me it's mostly in the shitload of animation work they did. Cel shaded 3D has been decent enough looking for a while now, but animation wise they still clearly look like 3D stuff. Short version of what they did is basically animate it like they would animate 2D, every frame is composed by hand, where they tweak the model/lighting/etc to look right. Easiest thing to see in GGX are the sword swings, where they stretch them out or swap the model entirely.

And the last answer in the Q&A is pretty funny, someone asked about ideas for improvements for where they go from here...and he says he can't talk about it cause it'd ruin the surprise. DBZ was a hell of a surprise indeed.