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![]() This feature is still quite rare to see on switch. This is definitely doable on 7th gen consoles (Remember Me and some cross-gen CoD titles?), but I feel most materials are not well authored as the artists were not very familiar with the concept? It might also be the limitation of bandwidth if they want to squeeze all the PBR parameters into the GBuffer if using deferred rendering, and the texture fetching cost due due to the high quality IBL. Mario Odyssey (improved a lot from 3d World), Xenoblade Chronicles 2 (XCX was still non-PBR), Mario Kart/Party/Sports Games. Nintendo's 1st/2nd party games are really good at authoring high quality PBR materials, e.g. ![]() Doesn't require too much more performance, but makes the materials' surface properties look closer to real world. ![]() This kinda means any graphic improvements we seen on switch games mainly come from the advance of rendering technologies, and I'm wondering what are some techs that are not commonly seen in PS3/360 era?ĭefinitely the source of the biggest visual improvement (and quite frankly, modern mobile games benefit a lot from it as well). Yet the hardware feature level is roughly on-par with 8th gen consoles (dx12 level gpu features). ![]() Usually say the portable performance is slightly higher than ps3 and the docked performance roughly doubles (not super accurate as we know the memory bandwidth is not improved as much). Limited by the handheld form, switch has a quite weaker power compared to the others. It's always interesting for me to check out Switch games, especially exclusives or the ones treating NS as the primary platform for development. ![]()
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