Redneckerz
Those long posts don't cover that red neck boy
Video:
Article: https://www.eurogamer.net/articles/digitalfoundry-2018-crash-bandicoot-nsane-trilogy-face-off
Console performance:
Personal thoughts:
It seems that all versions are pretty fine products overall, including the Switch. I always thought it ran on UE4, but its Vicarious own custom tech. For it to perform as it does, its good. Undocked resolution is slightly above Wii however, but on the screen you won't notice it that much, i reckon. Still, solid game conversion, but could use one more patch to get that rocksolid performance the other versions apparently have.
Article: https://www.eurogamer.net/articles/digitalfoundry-2018-crash-bandicoot-nsane-trilogy-face-off
Console performance:
PC performance:The Xbox One side of the situation can be covered very quickly. Playing the game on the base S model offers up an experience that is virtually identical to the standard PlayStation 4 game. The visual feature set is identical and resolution is the same at 1080p, with only the most minor fluctuations in performance setting it apart from its Sony counterpart. Put simply, base Xbox users can go in safe in the knowledge that they're getting an excellent experience - and that only ramps up on Xbox One X, where Crash retains its solid 30fps performance but ramps up the pixel count to a full 4K. That's an impressive 2.25x increase over the 1440p of PS4 Pro.
The Switch Difference:But the console builds are still pegged to 30fps - one of the only real disappointments we had with this remaster - and that's where the PC version can make a difference. GTX 960 or GTX 1050 Ti-class GPU hardware delivers 1080p resolution at 60 frames per second.
More details (ones that you should read!) in the source link.Understandably, the first cutback comes from resolution, with the game running at standard 720p while docked, dropping down to 853x480 in portable mode - a proper, non-anamorphic 480p presentation, effectively. Performance in both configurations is much the same, with a matching 30fps target to the other console builds, but there's more variation in performance more often, both above and below the 33ms target frame-time. Overall, there's more wobbliness in the update here, which is in contrast to the rock-solid performance enjoyed on every other platform.
Visual cutbacks begin with the loss of the primary fur shader, impacting the look of many of the game's critters and even Crash himself (though he seems to have received some care in revamping his textures to provide a similar look). But that's just the beginning - depth is reduced from pared-back self-shadowing parallax occlusion maps. It's used extensively in the level design, principally on rocks and it's a relatively simple trick, but it looks great and it's missed on Switch. World geometry is also simplified in some areas, foliage is reduced, shadow quality and ambient occlusion are pared back and even some reflections - implemented on the original PS1 game - are removed.
Personal thoughts:
It seems that all versions are pretty fine products overall, including the Switch. I always thought it ran on UE4, but its Vicarious own custom tech. For it to perform as it does, its good. Undocked resolution is slightly above Wii however, but on the screen you won't notice it that much, i reckon. Still, solid game conversion, but could use one more patch to get that rocksolid performance the other versions apparently have.