UPDATE - The developers have responded:
Klei Entertainment said:There have also been some discussions about the framerate on the Switch. While we spent months trying to claw back the milliseconds to make it work, ultimately the original game assumed sequential execution in all of its gameflow, and we realized there was no chance we could reach 60FPS without rewriting the entire game engine.
In the latest patch we have fixed the issue where the framerate would sometimes flip from locked and unlocked during docking and undocking. Because we were not able to achieve a full 60FPS, the game is locked to 30FPS for a better user experience rather than flipping between 60FPS and 30FPS
Discussion surrounding Mark of the Ninja: Remastered's performance woes on the Switch had begun to dominate discussion in the game's OT, so it was agreed that this topic would be better suited to its own thread. Separating this from the OT serves a few purposes.
- It allows the OT to serve as a central hub for discussion pertaining to the game itself rather than its performance issues on one particular platform. After all, the game performs at a locked 60fps on Xbox One, PS4, and PC. Hell, the original game even held 60fps on the Xbox 360.
- It will serve as a hub for Switch MotN performance discussion, gathering everyone's impressions and thoughts on the matter in one place that might be useful to any Klei devs lurking about.
- It gives the issue more visibility to potential buyers of the Switch version who prioritize framerate in games like these and want a final verdict on the Switch port before spending their money.
- The game appears to be rendering at a native 720p in handheld mode and 1080p in docked mode.
- The game defaults to a 30fps lock in handheld mode and an unlocked framerate with a 60fps cap in docked mode.
- In docked mode, the game very rarely stays at 60fps, and the fluctuations are very palpable resulting in frequent judder during camera movement. Handheld feels more stable thanks to its 30fps lock, but it's less responsive due to running at half the framerate.
It was discovered that you can sort of force 60fps in handheld mode by docking and then undocking your Switch mid-gameplay. Once you've done that, the game will target 60fps in handheld in the same way that it does in docked. It's not a 60fps lock by any means, but it's definitely hanging around 60 a higher percentage of the time than it does in docked. This is probably due to the overhead savings of rendering in 720p in handheld mode, and frankly I think it feels better this way than both docked and the default 30fps handheld mode.
So this bug could be due to one of two reasons:
- The game is supposed to run at 60fps in handheld, but a bug causes it to run at 30.
- The game is supposed to run at 30fps in handheld (for more consistent performance and longer battery life), but this docking/undocking bug causes it to stay at the docked mode's 60fps capped framerate with drops.
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So that's where the Switch version of MotN stands as of today, performance-wise. Hopefully this thread will give potential buyers the info they need to help make their purchasing decision. If you don't mind 30fps in a game like this, then by all accounts the Switch version is totally fine. If 60fps is important to you and you have the ability to play the game on any other platform, then you will probably be better off doing that instead.
We've seen developers promise post-release performance fixes for their indie Switch ports in the past (e.g. Dead Cells), so I guess it's within the realm of possibility of something similar happening with Klei and MotN. There's no doubt in my mind that this game could hold a stable 60fps in both docked and handheld modes with more optimization. If I had to guess, the game was developed primarily for Xbox One, PS4, and PC and then quickly ported to Switch on a tight deadline.
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