Redneckerz
Those long posts don't cover that red neck boy
Its somewhat old, but since nobody posts these rather excellent takes i figure ill be the poster then
Video:
Article:
https://www.eurogamer.net/articles/digitalfoundry-2018-paladins-is-60fps-on-switch-and-its-superb
Performance docked:
Performance undocked:
I was kind of surprised that the port does not hit 1080p60 in TV mode, given that the Switch has a GPU that is like-for-like comparable to an 8800 GT/GTX with DX11 equivalent featureset, and that GPU runs the game 1080p60 on Ultra as demonstrated by F2F Tech. That being said, Hi-Rez created a custom Unreal Engine 3 port, forfeiting the existing UE3 Mobile framework that already runs on ARM SKU, plus the limited bandwidth likely played a part. Still, up to 900p 60, 720p60 typical is very good for TV play.
Undocked, 720p is good, but 378p does look rough. It helps is that the Switch only has a 6 inch screen, so its a little less noticeable. The artstyle also contributes to this. And even there still, the performance is 60 fps 98% of the time. For a game with such colorful visuals, Paladins Switch should have a permanent residence on every Switch. Too bad the game does not release in physical format though..
Video:
Article:
https://www.eurogamer.net/articles/digitalfoundry-2018-paladins-is-60fps-on-switch-and-its-superb
Performance docked:
Predictably, the principal price in hitting 60 frames per second comes from resolution. In docked play, Paladins uses dynamic resolution scaling (DRS), maxing out at 1600x900 resolution in the lightest scenes. In practice though, a majority of battles veer closer to 1280x720 - and the absolute lowest figure we've seen is 1008x567. This worst case expectedly kicks in at peak GPU load, with all 10 characters on-screen in a deathmatch firing off their abilities, and also, momentarily just after respawning to a new spot.
Performance undocked:
My personal thoughts:And then there's the handheld mode. When playing Switch portably, it still runs its ARM Cortex-A57 CPU cluster at the same 1GHz as the docked configuration, meaning that game logic and netcode run identically. GPU frequencies tumble though, meaning that the DRS scaler now tops out at the portable screen's native 720p. However, this is the maximum value, and resolution suffers greatly in standard play. To maintain 60fps in portable mode, the hit to image quality is often significant, going down to around 672x378 - or 52.5 per cent on each axis. Sadly, this is where the trade-off for smooth playback starts to affect playability in another way. At 378p it can look rather like a compressed YouTube video, and for long-range aiming it starts to get in the way. In common with all versions, the player still has auto-aim to help with targeting, but the reality is you're left with a Vaseline-like smear to work with once all players fill the screen.
I was kind of surprised that the port does not hit 1080p60 in TV mode, given that the Switch has a GPU that is like-for-like comparable to an 8800 GT/GTX with DX11 equivalent featureset, and that GPU runs the game 1080p60 on Ultra as demonstrated by F2F Tech. That being said, Hi-Rez created a custom Unreal Engine 3 port, forfeiting the existing UE3 Mobile framework that already runs on ARM SKU, plus the limited bandwidth likely played a part. Still, up to 900p 60, 720p60 typical is very good for TV play.
Undocked, 720p is good, but 378p does look rough. It helps is that the Switch only has a 6 inch screen, so its a little less noticeable. The artstyle also contributes to this. And even there still, the performance is 60 fps 98% of the time. For a game with such colorful visuals, Paladins Switch should have a permanent residence on every Switch. Too bad the game does not release in physical format though..
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