Unfortunately not possible. He's real sick. Lumbago.
It's really too weak to support it properly.
Would probably look like red dead revolver to perform well
Ark drops to the single digits at times on every platform. People asked, show a really demanding open world game that runs on the Switch in a comparable way to other platforms, and it exists, it's called Ark: Survival Evolved, it runs acceptably compared to the other versions, considering how shit those are already.I don't think it would work out that way. Assuming these games are designed with next gen in mind, they would have to be cut down to fit on current gen systems. Look at certain games released early this gen like Watch Dogs or even extreme examples like MGSV and Shadow of War. These cut down versions would then need to be stripped down even more to fit on the Switch and I'm not sure that would make sense.
Basically you're reasoning would make sense if the Switch was in the same power category of the other consoles, but that's not the case.
It's one thing to cut down and port a linear, scripted game and a different thing to port an open world with complex AI, animations, streaming, etc. The two examples can't be compared.
Unless it was the video, I've seen footage that looked to drop to the single digits. Using Ark as an example to why RDR2 can run on the Switch is very misleading or misguided way of going about this IMO.
What I meant by they don't exist when you aren't there is that they don't have a schedule to follow. Or say if they say "John's away hunting" then he just disappears from the camp, you won't randomly bump into him in the world unless the story demands it.Many NPC's are persistent. I've met random NPC's multiple times and they even remembered me. Most of them are randomly generated though.
So many arm chair developers in this thread...
Conceptually, a developer could make whatever game they wanted on mobile hardware like the iPhone and the Switch...
a lot of fidelity would be lost in the process, but conceptually and mechanically, you'd still be looking at the same AAA games...
Conceptually, a developer could make whatever game they wanted on mobile hardware like the iPhone and the Switch
😂😂😂but conceptually and mechanically, you'd still be looking at the same AAA games. In fact, everything I said applies to last gen hardware as well. Someone could've made RDR2 on the PS3; it just would've been a hell of a lot uglier 😂
The position reflecting actual reality: Armchair developers
The position that says RDR2 could run on an iPhone: Rational truthsaying
I don't think the game would do all that hot without those graphics, tbh.
RDR2 is possible on Switch. It's just the version that we would get most likely no one would want to play. So at that point the fact that it's possible to port becomes kind of irrelevant. IMO.
If they could fit DOOM 2016 on the Switch, they can fit Red Dead 2. It'd just be a vastly inferior experience with some SERIOUS graphical compromises.
So many arm chair developers in this thread, lol. Conceptually, a developer could make whatever game they wanted on mobile hardware like the iPhone and the Switch; the actual pre-requisites are sufficient time, money, and the expectation of an acceptable return on investment.
In the case of very demanding AAA games being ported to the Switch, you might have to remake some of them with an entirely different codebase and workflow, and create assets/materials more appropriate for the hardware, so a lot of fidelity would be lost in the process, but conceptually and mechanically, you'd still be looking at the same AAA games. In fact, everything I said applies to last gen hardware as well. Someone could've made RDR2 on the PS3; it just would've been a hell of a lot uglier 😂
Yup. This is exactly what happened with MGSV and I honestly feel that it kept the game from reaching its true potential.His point is that development started before they knew about the Switch, so obviously they could never plan to make the game for it. If Rockstar wanted the game to be on the Switch, they would have planned RDR2 entirely around the idea that it would have to run on all currently available consoles. Therefore, it would not be the RDR2 it is today, but it would be one that could run on the Switch, graphical compromises included.
Ark drops to the single digits at times on every platform. People asked, show a really demanding open world game that runs on the Switch in a comparable way to other platforms, and it exists, it's called Ark: Survival Evolved, it runs acceptably compared to the other versions, considering how shit those are already.
Maybe I'm mistaken but doesn't your quote say it's not on PC due technical and developmental reasons?
I'm pretty sure that was because the game was extremely ambitious and Konami just got fed up with paying an expensive project and decided to release it unfinished, but sure.Yup. This is exactly what happened with MGSV and I honestly feel that it kept the game from reaching its true potential.
You are only talking assets though
What about other CPU/GPU/RAM intensive tasks that require not only that hardware but also adequate power and cooling
Some games are just out of the running in sheer scope depending on that just graphics and rendering alone
Ark is intact tho. The whole game is in there. It's the worst version, and so would be RDR 2, but many would play it that way because they can take it with them. That's like saying a film should not be watched on an iPad because it has to be watched on a 120" 4K HDR projector with Dolby Atmos sound.Oh OK I see. Still it runs worse than the other platforms and on top of that I still don't think it's a good indicator to why RDR2 would be possible on the Switch. A major part of the appeal with RDR2 is the world, AI, and countless little details. If you had to strip most of that back or out entirely, it wouldn't be the same game at all.
I'm not just talking about assets, as I elaborated in a subsequent post; physics/simulations/algorithms, animations, path finding/AI scheduling, clipping planes/culling, LOD bias, etc. would all have to be modified with parameters that would be more in line with the specifications of the Switch.
The problem isn't working within the Switch's hardware constraints. The problem is that you'd be looking at significantly inferior visuals and presentation, which may not be at an acceptable standard for a developer like R*
Man, the fuck are you even on about? I'm talking from a technical perspective mate, has nothing to do with the story or feud with Konami. MGSV is one of my favourite games of this gen but you can't deny that the game has poor texture resolution, low poly geometry and awful volumetric cloud implementation. The FOX Engine was literally built from the ground-up to act as a cross-gen beast in Kojima's quest for photorealism and certain design philosophies such as how light and geometry are rendered separately and that KojiPro had to capture specialized textures lit in a way that allows them to capture the lighting data as interpreted by the human eye. With a few graphic tweaks on PC, it looks solid though. FOX Engine's use of linear-space lighting put through a deferred rendering pipeline is awesome, don't get me wrong. The way light interacts with plaster, metal, liquid and the such are done well. Also it's fucking impressive that KojiPro were able to bring PBR sensibilities to last-gen consoles (I know Remember Me did it before). This wasn't a technical limitation but a human one. KojiPro absolutely nailed subsurface scattering and the different volumetric particle effects. Shadow optimization is also well done. You could make the argument that if Konami hadn't pressured Kojima to develop for the PS3 and X360 then we wouldn't have 60fps on PS4/XBO which IMO is more important than graphics.I'm pretty sure that was because the game was extremely ambitious and Konami just got fed up with paying an expensive project and decided to release it unfinished, but sure.
How are we going to downplay the hardware constraints as not the problem
Regardless of what fence of the argument you sit on the conclusion is going to be the same
They aren't going to do it... and the companies that invest in doing this will only do so if the gap is small enough to achieve in reasonable fashion
RDR2 is far enough beyond Switch in spec requirements to assume that its only on the edge of acceptably possible. And Even I think thats stretching it thin
Ark is intact tho. The whole game is in there. It's the worst version, and so would be RDR 2, but many would play it that way because they can take it with them. That's like saying a film should not be watched on an iPad because it has to be watched on a 120" 4K HDR projector with Dolby Atmos sound.
What would it run like, 648p docked and 432p undocked, with less graphical flourish, blurrier textures and more agressive LoD management? It wouldn't look worse than RDR 1 did last gen. And it would look and run a lot better than Ark, that's for sure.
I'm not just talking about assets, as I elaborated in a subsequent post; physics/simulations/algorithms, animations, path finding/AI scheduling, clipping planes/culling, LOD bias, etc. would all have to be modified with parameters that would be more in line with the specifications of the Switch.
The problem isn't working within the Switch's hardware constraints. The problem is that you'd be looking at significantly inferior visuals and presentation, which may not be at an acceptable standard for a developer like R*
The game looks great. The PBR implementation is excellent, it supports tons of lights in a scene with very little cost, there are some volumetrics in there, the post-processing is still top-tier, and the Fox Engine allowed lots of freedom to artists.Man, the fuck are you even on about? I'm talking from a technical perspective mate, has nothing to do with the story or feud with Konami. MGSV is one of my favourite games of this gen but you can't deny that the game has poor texture resolution, low poly geometry, weak lighting and awful volumetric cloud implementation. The FOX Engine was literally built from the ground-up to act as a cross-gen beast in Kojima's quest for photorealism and certain design philosophies such as how light and geometry are rendered separately and that KojiPro. With a few graphic tweaks on PC, it looks solid though. FOX Engine's use of linear-space lighting put through a deferred rendering pipeline is awesome, don't get me wrong. The way light interacts with plaster, metal, liquid and the such are done well, not to mention KojiPro absolutely nailed subsurface scattering and the different volumetric particle effects. However you could make the argument that if Konami hadn't pressured Kojima to develop for the PS3 and X360 then we wouldn't have 60fps on consoles.
It's one thing to cut down and port a linear, scripted game and a different thing to port an open world with complex AI, animations, streaming, etc. The two examples can't be compared.
I kinda rambled with that post but what I'm trying to say is from a purely technical perspective, MGSV could've been something else if KojiPro only focused on the XBO/PS4. The game looks good from a distance but once you start paying attention it is REALLY rough. IMO, MGSV is one of the best examples of a developer working with less and achieving a great result.The game looks great. The PBR implementation is excellent, it supports tons of lights in a scene with very little cost, there are some volumetrics in there, the post-processing is still top-tier, and the Fox Engine allowed lots of freedom to artists.
Offcourse they can compare even if they are not same kind of games, point is that we talking of example of porting demading game from consoles that are like 20x stronger than Wii, Switch is far more closer to XB1/PS4 in any case than Wii was to PS3/360.
True, but I don't think porting RDR2 would fair any better because of the different demands that type of game requires. You could keep the same story, mechanics, world, and music but would be stripping out much of the animation, physics, draw distance, AI, etc.
It's not that RDR2 "Skipped the switch," it's that the amount of investment needed to downgrade the game for the Switch would make it a product that not many people would want to buy relative to the development effort (cost), and late-stage revenue streams like Red Dead Online would be greatly diminished for the Switch.
This is also probably a reason why GTAV has never come to the Switch, despite launching on PS3 and Xbox 360. The amount of investment needed to make it for the Switch, and the small online community relative to other platforms, wouldn't justify either the initial retail/sales revenue or later revenue from the online component.
If Rockstar could get a huge return making the game for the Switch, they would. But realistically, they wouldn't.
Why is it so wrong to say that the Switch, a portable system, doesn't have the power to run certain games to the developers satisfaction?
I understand. Isnt that more related to memory/RAM however? Like you mention, Skyrim, that game was on last generation of consoles. Theres also Minecraft, which has to remember everything whats been done since its a "building simulator", but were both Skyrim and Minecraft on PS3/Xbox 360 more demanding than RDR2 as a whole? I cant imagine that.Resources are different than objects that aren't resources. I'd assume there is going to be a delay once you pic something up for it to respawn again in that area. Kind of like how resources in Destiny work. You pick something up and then it goes on a timer. But again items are different things altogether, they do require some degree of persistence, the game doesn't have any for other things. For example in Bethesda games if you pick up a random bucket and out it on top of a desk it'll stay there forever until it's moved by you or someone. Ark works the same way I suppose.
OT but I love your BotW technical art stuff. Keep it up!No, the position is one from an actual programmer and tech artist; you know, someone in the position to actually know how game development works. The reality is that if you're willing to sacrifice rendering fidelity, animation quality, physics accuracy, etc. you really lift a lot of the constraints that you'd normally have with weaker hardware, and as long as the gameplay and storytelling is the same, it would still be the same game, even if it's technically inferior.
"Never" is so strong word, Switch is less than 2 years on market, its not like it stopped receiving games.