Could be. Stranger things have happened, but it's never safe to presume if you ask me.The gameplay itself looks great, imo. I'm sure the things around that gameplay can be brought up to par with a patch.
Could be. Stranger things have happened, but it's never safe to presume if you ask me.The gameplay itself looks great, imo. I'm sure the things around that gameplay can be brought up to par with a patch.
yesOh, it's supposed to look like that? Maybe I should double dip haha
It's probably really hard to make polygonal reductions to closeups of faces without breaking the way those animations work. There's probably less reductions to the cutscene models than to the gameplay models which is why it runs at a much lower resTo me it looks like the main gameplay is the part that has seen the most work, the most optimized by far. It holds up really well. Other aspects like the Krypt or the cutscenes/fatalities compare more poorly (Especially the Krypt) and look like, maybe, they were more rushed. For instance, why do the cutscenes run at higher resolution on other platforms with respect to the gameplay, due to the 30FPs cap, but noticeably lower on Switch?
Could be. Stranger things have happened, but it's never safe to presume if you ask me.
That's because a lot of Switch owners are willing to overlook major graphical cut backs just to get the game on their platform.Switch version is good enough if portability is a priority, but isn't exactly stellar. Plus i remember the backlash some sub native resolution vita games back in the day and now it doesn't seem to be an issue anymore
Interested in how it performed since shares engine with samsho, so not looking good for me to double do with the sni game.
Is still an isue (team 540p represent!) but many techniques to mitigate it have been developed since the Vita days.Switch version is good enough if portability is a priority, but isn't exactly stellar. Plus i remember the backlash some sub native resolution vita games back in the day and now it doesn't seem to be an issue anymore
Interested in how it performed since shares engine with samsho, so not looking good for me to double do with the sni game.
One of the reasons I believe they will improve Switch version is that the port was clearly rushed. The best evidence is the fact that the character specific tutorials are tagged as "Coming soon" when they are already available in other versions.There are a few things working in favor of further improvements.
1. This is close to an always online game, so it will be worked on and updated constantly in the coming years so we can hope some performance improvements come in that time.
2. The Switch version is apparently selling quite well for itself so there is incentive there to improve upon it rather than neglect it like Injustice Wii U.
I agree we shouldn't assume there will be improvements but I think there's a good chance we will see them.
Hopefully that moderately enhanced Switch can make it look and run even better
I bought the Xbox x version and the switch version. Playing on a 65" 4k tv the switch version looks really really bad. Playing on an older 55" 1080 tv isn't as bad. Playing it right after playing the Xbox x version is not recommended. Lol
The main problem the switch version has docked is that there is a horrible post processing artifacting all over with heavy dithering. I wouldn't mind seeing them cut out post effects and serve up a straight no AA clean mode.
Probably not unless you absolutely, definetly need the handheld version, play Dragons Dogma instead.The Switch port is definitely impressive, but I'm not sure I'd like to experience the game like that.
No one? If it was 30 everyone would be complaining.Jesus, with frame drops to boot.
Not happy with the docked Res either. Should have eaten the 30 fps reduction and pumped Res and gfx. 540p docked will look awful on a big screen. 340p looks awful even on a screen the size of a switch. Maaaaybe leave unlocked fps for docked mode. No one really gives a shit about 60 fps fighter on a low powered portable. I mean it's impressive they went for that, but you could get that experience on a much cheaper xb1s.
The gameplay is the main part of the game lol. The lower framerate during cinematics is an artistic choice to more resemble a film look which is usually 24fps.The core gameplay stays around 60 and the game is content complete with the other versions. Its not bad but it could have been a hell of a lot worse. Look what they did to the Krypt just to get it possible to run on the Switch.
It's also that most of the game on other versions is just at 30 fps except for the gameplay. Switch sticks by that generally.
Jesus, with frame drops to boot.
Not happy with the docked Res either. Should have eaten the 30 fps reduction and pumped Res and gfx. 540p docked will look awful on a big screen. 340p looks awful even on a screen the size of a switch. Maaaaybe leave unlocked fps for docked mode. No one really gives a shit about 60 fps fighter on a low powered portable. I mean it's impressive they went for that, but you could get that experience on a much cheaper xb1s.
I was thinking it might be the shaderwork, there are obviously specific shaders to the fatalities, and even to the cutscenes, and all of that might have seen less focus over getting the gameplay itself to run like it does.It's probably really hard to make polygonal reductions to closeups of faces without breaking the way those animations work. There's probably less reductions to the cutscene models than to the gameplay models which is why it runs at a much lower res
The gameplay is the main part of the game lol. The lower framerate during cinematics is an artistic choice to more resemble a film look which is usually 24fps.
It's a huge issue for a fighting game to drop below 60fps. It messes with frame data/inputs.It's a slight dip to the mid 50s, it sucks that it isn't a locked 60 but its not like its dropping way lower. If it was constantly dropping lower, that'd be a bigger problem than it was.
They haven't made one in forever. You'd have to have the patience of a monk.If only there was an amazing MK action game that they could remake...
It's a huge issue for a fighting game to drop below 60fps. It messes with frame data/inputs.
It's technically impressive, but that does not make the game visually beautiful.Interesting that DF found the Switch port to be one of the most technically impressive to date.
It's technically impressive, but that does not make the game visually beautiful.
I thought both used UE4.Backlash on sub-HD Vita games was similar to the backlash on Switch game for the sane reason: people that either don't have it but look at screenshots and videos to laugh, people with absurd expectations and people that just troll.
Said sub-HD Vita games usually looked and played fine (when done well).
Mortal Kombat 9 and Injustice on Vita were and are still great games and amazing ports.
People forget that before PSP, it was very rare to see "console like fighting games" on handhelds. Usually the rosters was reduced, number of stages, frames of animation and what was released was basically a demo of the actual game. (Crawfish did wonders with Street Fighter Alpha 3 on GBA)
So having a fully featured Mortal Kombat game on handheld that you can also play at home and still looks fine is far from those days. I'm currently alternating between Switch and Xbox even. :p
As a note, Samurai Showdown uses Unreal Engine 4.
Mortal Kombat uses the same engine as MKvsDCU, MK9, Injustice and Injustice 2: a haeavily modified version of Unreal Engine 3.
Impressed with the Switch version, but not understanding why the Krypt looks the way it does. There are making sacrifices, and then there is just not putting in the work to make a substitute. Like they could have put the moon and the people fighting on the bridge in there with changes. They could have went further than just using the most dense fog I have ever seen. Also maybe making the Krypt 30fps?
Should have eaten the 30 fps reduction and pumped Res and gfx.
I'm honestly a bit surprised so many of these current gen ports have such shockingly low resolutions when other games like Wolfenstein, Rise of the Tomb Raider, Forza Horizon 2 can run at native 720 on the 360. And it was my understanding that even in portable mode, the Switch would be more powerful than the 360. I mean I think if someone did a port of Tomb Raider to Switch at 720 in portable mode, it would be among the best looking games on the system to date. Some of these ports are like Need for Speed on the Vita resolution and that's just a little surprising to me at this stage.
By all accounts it is a technically impressive port giveb the circumstances.I was seriously going to get the Switch version over the XB1X version of the game. But after hearing that it runs under 400p and also the loss of graphics effects and framerates, I will go ahead and get it for the XB1X. This port is disappointing on the Switch, to say the least.
I was seriously going to get the Switch version over the XB1X version of the game. But after hearing that it runs under 400p and also the loss of graphics effects and framerates, I will go ahead and get it for the XB1X. This port is disappointing on the Switch, to say the least.
Their reaction to that was 100% spot on. Anyone who thinks the switch version is an impressive port would be impressed by two pixels bouncing off each other. Straight up dropping environments does not make a technical marvel. And yet it still has frame rate issues.I decided to take some grabs from the n64 quick look video
Tsungs island hit by the mist