I kind of wonder if the relatively short port time from the Wii U to Switch and likelihood that they had to do some really crazy wizard shit to get this thing working at all on the Wii U lead to them simply not being able to optimize the game's engine for the Switch. So there's a lot of really specific Wii U coding and elements there to squeeze the life out of that system which just is a liability on the Switch.
The big knock to this idea though is the fact that only Docked mode seems affected. Portable runs almost perfectly fine and far better than the Wii U besides. So what is it about a modest resolution bump, not even to 1080 which the system specs seem specifically designed for, causes such issues.
MK8 obviously has a whole lot less going on, but they were still able to go full 1080p 60fps locked, unlike on Wii U which was only 720p 59.9FPS(or whatever it was) and with 2 players with then a reduction to 30fps for 3+ players. It's confusing.
Could the physics be taxing the CPU so much that it creates a bottleneck there? But would that really limit resolution and framerate? Shouldn't that still fall to the GPU, which should be able to account for both.
The big knock to this idea though is the fact that only Docked mode seems affected. Portable runs almost perfectly fine and far better than the Wii U besides. So what is it about a modest resolution bump, not even to 1080 which the system specs seem specifically designed for, causes such issues.
MK8 obviously has a whole lot less going on, but they were still able to go full 1080p 60fps locked, unlike on Wii U which was only 720p 59.9FPS(or whatever it was) and with 2 players with then a reduction to 30fps for 3+ players. It's confusing.
Could the physics be taxing the CPU so much that it creates a bottleneck there? But would that really limit resolution and framerate? Shouldn't that still fall to the GPU, which should be able to account for both.