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DF: Snake Pass PS4/Switch Comparison.

nubbe

Member
Hope they can fix the frame rate on Switch
not even 900p on PS4? Xbone could be sub-720p?

Good thing framerate is locked.. variable is horrible.
 
Sub-native res for both systems aside, the fact that the Switch version is very close aside from resolution despite a quick porting job is astonishing and a very good sign for down-porting. The Switch isn't gonna be getting Wii-like "ports", methinks.

After Horizon ran at 30/1080p locked, all this sub-native PS4 games are a joke and a show of technical incompetence.

Well, Horzion's devs could customise their engine to be as optimised as possible for the sort of game they wanted to make and the hardware they were making it for. You can't really do that with pre-made engines like UE4 and Unity. The ease of use of existing engines comes with its handicaps.
 

KingSnake

The Birthday Skeleton
Man, this is much lower resolution than I expected. Maybe I should get it on Steam in the end. Portable version is nice to have, but not 475p nice.
 

Ahasverus

Member
Sub-native res for both systems aside, the fact that the Switch version is very close aside from resolution is astonishing and a very good sign for down-porting. The Switch isn't gonna be getting Wii-like "ports".

Well, Horzion's devs could customise their engine to be as optimised as possible for the sort of game they wanted to make and the hardware they were making it for. You can't really do that with pre-made engines like UE4 and Unity. The ease of use of existing engines comes with its handicaps.
Well yeah, but this game is not some revolutionary Open World game that would require parity sacrifices.
 
Man, this is much lower resolution than I expected. Maybe I should get it on Steam in the end. Portable version is nice to have, but not 475p nice.

Not sure if it means anything, but they said their QA team was going to take a look at it on twitter. Could be nothing.
 
Epic threads incoming for sure. DF going to make bank on YT views.
I don't think so. Newer, more expensive hardware is going to have a performance boost. The main reason you saw huge DF threads earlier in the gens lifespan is because the more expensive console that released at the same time had worse performance.
Not sure if it means anything, but they said their QA team was going to take a look at it on twitter. Could be nothing.
Their QA team will say, "yep, we designed it to run in sub-native res. That's how it is"
 

see5harp

Member
I feel like subnative down to about 900p looks alright on a TV. Under 720p is acceptable but it's pretty disappointing they didn't just design to game to run at the native resolution for a handheld. Shit is right in front of your face.
 
Lets not forget that these devs got Switch hardware in January and ported the game in a couple of months.

This sounds like a bright future for the Switch.
 
I feel like subnative down to about 900p looks alright on a TV. Under 720p is acceptable but it's pretty disappointing they didn't just design to game to run at the native resolution for a handheld. Shit is right in front of your face.
Under 720p is nowhere close to being acceptable.
 

Zedark

Member
Hope they can fix the frame rate on Switch
not even 900p on PS4? Xbone could be sub-720p?

Good thing framerate is locked.. variable is horrible.

I doubt that, that would make it below Switch even (or on par with at best). It's probably somewhere between 700p-800p.
are you saying frame pacing does not affect frame rate?
Frame pacing is an issue that does not necessarily affect frame rate, since the rate can be stable while frame pacing issues occur. It definitely affects the smoothness of the game, of course.
 

Marmelade

Member
I feel like subnative down to about 900p looks alright on a TV. Under 720p is acceptable but it's pretty disappointing they didn't just design to game to run at the native resolution for a handheld. Shit is right in front of your face.

900p on a 1080p TV can look decent with some good AA
The problem is 4K TVs are becoming the norm and anything under 1080p looks, imo, really bad on them
 
Under 720p is nowhere close to being acceptable.

Yeah, but as pointed out in the video, the UE4 temporal anti-aliasing does make it a little more tolerable to look at. Personally, I think this looks pretty good for Tegra and the Switch. It really does show that UE4 will be a good toolset to work with on the Switch for smaller developers and indie devs.
 

antibolo

Banned
Not even 480p, what the fuck?? I played it on the bus this morning and it definitely didn't look THAT MUCH low res.

In any case it's a fairly stable 30 fps which is all that really matters. Loving the game so far.
 

Drencrom

Member
Sub 1080p on ps4, what?
Sub 720p docked on switch, what?

Sub SD on switch portable, WHAT?


Terrible resolutions all around.

Yeah, I'm not impressed at all. Especially when so little goes on gameplay-wise and how slow it is. Game looks good nonetheless because of the artstyle.
 

Mokujin

Member
Oh wow, that's quite the twist to see the PS4 version not reach 1080p on base hardware.

And locked to 30 fps, only 60 fps on PRO. So all in all Switch versions fares quite well being in a much less capable portable system.

Kudos to Sumo for providing undocked footage and letting us have a more detailed analysis of the portable performance.
 

antibolo

Banned
After Horizon ran at 30/1080p locked, all this sub-native PS4 games are a joke and a show of technical incompetence.

Yes, let's compare an indie game running in an off-the-shelf multiplatform engine to a first party AAA game running on a heavily-tweaked in-house engine, that makes total sense.

Maybe you should stop pretending that you know anything about game development.
 

nampad

Member
I like how all the numbers people threw around in Switch power debates when using this game as a metric were totally wrong, both for Switch and PS4.
 
I don't think so. Newer, more expensive hardware is going to have a performance boost. The main reason you saw huge DF threads earlier in the gens lifespan is because the more expensive console that released at the same time had worse performance.

Their QA team will say, "yep, we designed it to run in sub-native res. That's how it is"

Don't crush my dreams!
 
With that resolution and performance on base PS4, I'm impressed with the Switch version! Yea the resolution's pretty low, but the antialiasing really helps. Hopefully this is the example that other third party devs look at when they develop for the Switch.
 
Well, Horzion's devs could customise their engine to be as optimised as possible for the sort of game they wanted to make and the hardware they were making it for. You can't really do that with pre-made engines like UE4 and Unity. The ease of use of existing engines comes with its handicaps.
There's plenty of games of PS4 that run on UE4 at 1080p or 900p 60fps. There's not excuse for this kind of game.
 

hawk2025

Member
I feel like I'm taking crazy pills in this thread.

How the hell is a sub-SD display with frame pacing issues when undocked "an example that other third party devs look at"?
 
I feel like I'm taking crazy pills in this thread.

How the hell is a sub-SD display with frame pacing issues when undocked "an example that other third party devs look at"?

I can't believe its below 900p on PS4. That's insanity. I understand 30fps but the resolution is baffling.
 
I feel like I'm taking crazy pills in this thread.

How the hell is a sub-SD display with frame pacing issues when undocked "an example that other third party devs look at"?
I feel like you didn't listen the video. Digital Foundry said that lower resolutions with good AA solutions can produce a higher image qualiy than high resolutions without but all people are focusing on is "It's not 1080p!". Snake Pass looks great on the Switch in both docked and undocked modes and the video this thread is about is very positive about the visuals.
 

hawk2025

Member
I feel like you didn't listen the video. Digital Foundry said that lower resolutions with good AA solutions can produce higher image qualiy than high resolutions without but all people are focusing on is "It's not 1080p!". Snake Pass looks great on the Switch in both docked and undocked modes.


...I have the game. It looks very, very low-res.
 

shiyrley

Banned
I feel like I'm taking crazy pills in this thread.

How the hell is a sub-SD display with frame pacing issues when undocked "an example that other third party devs look at"?
I think they mean the little difference between the PS4 and Switch versions.

If a game that runs at 1536 x 864 on PS4 only takes a hit to 1200 x 675 docked, and maintaining the same framerate, that sets a really good precedent for how UE4 games that are 1080p on PS4 might end up looking on Switch.

IF the PS4 version was 1080p and the Switch version was still 1200x675, the gap between versions would be higher and much more worrying.

Maybe we'll see UE4 games that are 1080p on PS4, 900p on Switch docked and 720p undocked in a best case scenario (while also turning back some effects etc). Maybe a bit more than 720p docked and sub-720p undocked in a worse case scenario.
 

Avallon

Member
I feel like you didn't listen the video. Digital Foundry said that lower resolutions with good AA solutions can produce a higher image qualiy than high resolutions without but all people are focusing on is "It's not 1080p!". Snake Pass looks great on the Switch in both docked and undocked modes and the video this thread is about is very positive about the visuals.

If it looks great, why are people saying it looks blurry?

b07ek6Y.png
 

marc^o^

Nintendo's Pro Bono PR Firm
Eurogamer has a piece on Switch's version: http://www.eurogamer.net/articles/d...ke-pass-on-switch-holds-up-nicely-against-ps4

Switch drops all the way to 1200x675, in docked mode and something in the region of 844x475 while playing detached. While lower than expected, this works out better than you would expect due to Unreal Engine's excellent temporal anti-aliasing tech, combined with the soft materials used in the game. That's the thing to keep in mind here - a lower resolution with excellent anti-aliasing often produces a more pleasing image than a higher resolution with little or no AA.

But what's fascinating about Snake Pass on Switch is its mobile implementation. We were able to do a little more analysis on the handheld mode thanks to some direct feed capture supplied by the developer. There are minor differences present here in scene detail but it compares very favorably, resolution aside. Image quality is comparable to the docked mode but it looks a lot more crisp, shrunk down on the smaller Switch screen.
Ok I'm getting it.
 
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