UE4 graphics setting presets for the Switch found on GitHub

Feb 4, 2013
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So usually in game. ini files 1 is low settings, 2 is medium, 3 is high and 4 is ultra.

And for AA and AF "1" is usually 2x AA or AF, "2" is 4x and so on and so forth.

Looks like docked mode will be 1080p medium settings on PC and handheld will be 720p low settings on PC.

This is a rough example. Just adds perspective.
Thank you that's exactly the information I was looking for ;)
 

Enduin

No bald cap? Lies!
Nov 29, 2006
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So Switch handheld being at 150 gflops and docked around 400gflops is true then?

So lowest setting on everything?
Well it doesn't confirm the actually raw performance just the ratio between the modes. It's probably smart to just assume those are the relative numbers for both modes, but the information we have isn't absolutely concrete, just probable. The system could very well be more powerful depending on its core counts, but it will still be in that same ratio of docked mode begin 2.25-2.5 times greater than undocked.
 
Aug 28, 2006
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66% screenpercentage only means that the game scales back based on the hardware specs.

It doesn't say anything about 1080p to 720p. So a dev can target 720p resolution in docked mode and the game automatically scales to 66% in mobile mode and upscales it to 720p.
If a developer changes the docked resolution from 1080p to 720p and doesn't change any of these settings, yes, the game would run 480p in handheld mode.

BTW, those settings can all be overridden  by any game. A game could chose to run at 720p on both handheld and console modes, for example.
 

BY2K

Membero Americo
Sep 12, 2010
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I still maintain that the best image quality you are going to get on the Switch is to target 720p first, then take the 'freeby' boosts in docked mode, rather than the other way round - these settings don't make me change my mind on that, except the 'upscaled' version will look even nicer
Would it be then that the Console Mode is at 100% Screen Percentage and Handheld Mode was at 125% or something?
 
Jun 1, 2014
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News doesn't look as negative as the eurogamer report, and is not using numbers that people can compare quickly to their favorite machine's numbers (which they don't understand either most of the time, like comparing different architectures).
Can't use "Nintendoomed" as easily. (I'm not saying this news is particularly positive or negative)
 
Jan 8, 2016
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Now we won't see this thread get to 100 pages...
It's not as easy to shitpost when you actually have to read past the title to understand the point of the thread.

So what's next, someone boots up a UE4 game with settings that match these presets and go "Dis is Switch grpahics!!" ??

I am actually curious what UE4 could accomplish with these presets to be perfectly honest lol.
I don't think these are exactly "presets". Rather, the way I see it as that developers give their games quality values for each of these settings (0 is off, 1 is low, 2 is medium, etc.) and then, like on a PC game, those settings are set to whatever the device can handle.

So these aren't really known or established presets, rather they are just relative numbers compared to the other value ranges for these settings.

Although I think base UE4 does assign default values to each of these settings, but I think any developer will change those to suit their needs.
 
Jun 4, 2013
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Nope. Programmers don't count like you muggles.
I know we're not talking about what 1 means in texture size, shadow map size, what post processing is being used, yada yada if that's what you mean because all games have it differently.

We're just looking at baseline settings. You don't need to be a programmer to know that changing settings from 2 to 1 is lower settings. I assume 0 means off.
 
Oct 26, 2009
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Except wouldn't developers be using these same techniques on other platforms? There's no advantage specific to the Switch there. I suppose there's always the possibility that Nvidia has some proprietary secret sauce that increases performance with little hit to quality, but as a long-time Nvidia GPU owner, they promise a lot of those types of things but never really deliver - they tend to have exclusive features which look better but kill performance.

As far as temporal reconstruction is concerned, I'd imagine that it would be implemented across all platforms and optional on PC. It wouldn't be an advantage to Switch per se. However, it can be used in addition to tweaking the individual settings.

Nvidia's Multi-Res shading actually increases performance on Shadow Warrior 2. However, it might only be limited to FPS games due to how it works. It is an adaption of their VR tech.
http://www.geforce.com/whats-new/articles/shadow-warrior-2-nvidia-multi-res-shading

http://www.pcworld.com/article/3131...ce-boosts-from-nvidias-multi-res-shading.html
 

Y2Kev

TLG Fan Caretaker Est. 2009
Jul 6, 2005
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I think nonnative resolutions on a mobile screen are noticeable. See vita. And this screen is even bigger than that one. It's native 720p or nonnative subhd upscale?
 
Oct 1, 2006
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peter.metaclassofnil.com
So usually in game. ini files 1 is low settings, 2 is medium, 3 is high and 4 is ultra.

And for AA and AF "1" is usually 2x AA or AF, "2" is 4x and so on and so forth.

Looks like docked mode will be 1080p medium settings on PC and handheld will be 720p low settings on PC.

This is a rough example. Just adds perspective.
It doesn't really add perspective. Or maybe it does, but it's not a perspective that really helps people understand the implications (or, more apt in this case, lack thereof).

I think hardcastlemccormick's post on the first page does a better job at providing perspective.
 
Nov 28, 2006
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I wonder if we will see developers use temporal reconstruction similar to Quantum Break and Rainbow Siege Six to increase framerate by rendering at a lower resolution and using 4 lower resolution frames to construct a higher resolution image. Also, it will be pretty interesting to see if Nvidia allows Switch to use a version of their multi-res shading tech which is used in Shadow Warrior 2 to render certain parts of the screen at higher resolution and other parts at a lower depending on where the player looks.

There seems that there are a lot of approaches developers can use to port down games to Switch. I guess this might be the good news Nintendo fans were looking for.
Sadly, regardless of how good any ports are, Nintendo fans, and the hobby in general, will bitch and whine about "gimped" late ports that are full price etc etc. even if they are amazingly well done. Recent history has shown that this group doesn't need much justification to not buy something for their chosen platform. So it becomes an endless feedback loop.

Me personally, I would buy some well done ports for portability. You can look at some of the cross gen games from the last couple of years and get a rough idea of where the ports should fit in. If publishers can do the ports and throw in all the dlc etc or make them a little more attractive I think they can find success.

I can't tell how great it would be to be able to take Destiny anywhere in my house or over wifi if I wanted to. Even if it was in between the ps3 and ps4 version graphically. I'd probably still get it.
 
Aug 28, 2006
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It's not as easy to shitpost when you actually have to read past the title to understand the point of the thread.



I don't think these are exactly "presets". Rather, the way I see it as that developers give their games quality values for each of these settings (0 is off, 1 is low, 2 is medium, etc.) and then, like on a PC game, those settings are set to whatever the device can handle.

So these aren't really known or established presets, rather they are just relative numbers compared to the other value ranges for these settings.

Although I think base UE4 does assign default values to each of these settings, but I think any developer will change those to suit their needs.
These *are* exact presets, you can see what each preset entails here: http://pastebin.com/Vh25Lpzm

Yes, some of the actual settings (like antialiasing and shadowQuality) are also presets and you need to go to the UE4 docs or dig them in the source code to see what each different value does.

You can also open UE4, bring down the console and change your scalability settings to match those right now if you want to see how it looks.
 

Panajev2001a

GAF's Pleasant Genius
Jun 7, 2004
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Basically graphics settings themselves will scale down to match the portable mode, not just resolution.

That seems very hard to do though, its almost like making two SKU's with completely different configurations and then having to switch between them instead of just making a resolution switch like PS4 and Pro.

That could be an obstacle getting down and dirty with the hardware, but having to account for handheld mode will have done that by default i suppose.

Considering the agressive nature of their clock speeds, i guess they do this specifically because they can't control the state of the game without massive cutbacks like this
... and some people wanted the difference between handheld and console docked mode to be even greater.
 
Aug 28, 2006
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Basically graphics settings themselves will scale down to match the portable mode, not just resolution.

That seems very hard to do though, its almost like making two SKU's with completely different configurations and then having to switch between them instead of just making a resolution switch like PS4 and Pro.

That could be an obstacle getting down and dirty with the hardware, but having to account for handheld mode will have done that by default i suppose.

Considering the agressive nature of their clock speeds, i guess they do this specifically because they can't control the state of the game without massive cutbacks like this
It's more like making a PC version, except with only two graphics presets (low and high) and not having to account for a myriad of different setups. Definitely easier than making an iOS or Android port.

Now the Seasons Of Heaven devs can pretend to have access to Switch dev kits.
Savage.

(I now realize I have created a monster: first-time devs posting screenshots and videos if would-be Switch games using those settings)
 

blu

Wants the largest console games publisher to avoid Nintendo's platforms.
May 4, 2007
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... and some people wanted the difference between handheld and console docked mode to be even greater.
The moment you have two modes you're set in for differences. Trying to pretend there's only one mode would hurt both.
 
Jan 8, 2016
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These *are* exact presets, you can see what each preset entails here: http://pastebin.com/Vh25Lpzm

Yes, some of the actual settings (like antialiasing and shadowQuality) are also presets and you need to go to the UE4 docs or dig them in the source code to see what each different value does.

You can also open UE4, bring down the console and change your scalability settings to match those right now if you want to see how it looks.
Er, what I meant was for a full game won't those settings typically be wildly different than they are in the default UE4 package? Since developers will always change what those settings actually affect?
 
Jun 2, 2013
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Would love to get a video of a game running typical PS4 presets + these switch docked presets + these switch handheld presets. I know it will vary from game to game, but it would be cool to get an idea of what it might be like.
 
Aug 28, 2006
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Er, what I meant was for a full game won't those settings typically be wildly different than they are in the default UE4 package? Since developers will always change what those settings actually affect?
Oh, yeah, that's right. These settings are merely a starting point based on whatever benchmarks Epic did internally. Individual games will definitely change them based on their particular needs.

One thing that helps the Switch in terms of getting ports is that the popularity of VR is forcing devs to provide faster rendering paths on their games and engines to attend the need for high framerates. UE4 now has a faster forward renderer for VR, for example.

Would really suck if it's running at a subnative resolution on the handheld.
I sure fucking hope no developer does this. Heck, I hope Nintendo makes it a requirement to never go below 720p in handheld mode.
 
Jan 8, 2016
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Would love to get a video of a game running typical PS4 presets + these switch docked presets + these switch handheld presets. I know it will vary from game to game, but it would be cool to get an idea of what it might be like.
Apparently (from the other thread) these should be good comparisons:

You are right. Here is it with the HD7650k that we are talking about:
DOOM 2016 - https://www.youtube.com/watch?v=KpffDBOHwhM
Battlefield 1 looks extremely low poly on environments - https://www.youtube.com/watch?v=SP_UqiGiyX8

What's the VRAM for Switch btw? The 4GB we are talking about?
 
Nov 9, 2012
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I think nonnative resolutions on a mobile screen are noticeable. See vita. And this screen is even bigger than that one. It's native 720p or nonnative subhd upscale?
Do most people notice this, though? Perhaps if it was drastic, but as long as it's divisible by 8 and scales cleanly, I don't think it would ruin the experience.

For instance, 1152*648 or 1024*576 probably wouldn't be that noticeable.
 
Jun 12, 2013
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So usually in game. ini files 1 is low settings, 2 is medium, 3 is high and 4 is ultra.

And for AA and AF "1" is usually 2x AA or AF, "2" is 4x and so on and so forth.

Looks like docked mode will be 1080p medium settings on PC and handheld will be 720p low settings on PC.

This is a rough example. Just adds perspective.
No way in hell Switch is running 1080p medium PC considering that's what PS4s and Xbones are doing at 30fps
 
Oct 10, 2009
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Er, what I meant was for a full game won't those settings typically be wildly different than they are in the default UE4 package? Since developers will always change what those settings actually affect?
They're defaults for a reason. Because they're specific and not just lowest values across the board, it's safe to assume they're indicative of what they've assumed makes sense as a baseline.
 
Dec 26, 2007
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This is a video of Heroes if Incredible Tales. It's a MOBILE game running on UE4. This video shows the difference between different settings. Some of the difference really aren't that dramatic, but should give you an idea of maybe what going from docked to mobile would be like.

Again, this is the MOBILE version of UE4. Notice how big the difference is going from low to medium, but then the rest of the higher settings don't look too drastically different

https://www.youtube.com/watch?v=QZP-dnSnXm0
 

Enduin

No bald cap? Lies!
Nov 29, 2006
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Would really suck if it's running at a subnative resolution on the handheld.
Yeah I wonder if Nintendo can require devs to meet 720p on handheld mode. Probably not a great policy to have when you're trying to entice devs to make games for your platform when you have a history of poor dev support. But man it would be nice knowing devs are at least somewhat obligated and locked into delivering certain performance thresholds and minimums.
 
Mar 24, 2005
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Had a look at the Switch docked profile against the UE4 reference guide and I've listed the settings I could find, with each setting and bolded the one Switch uses.

I'm no software developer so hopefully I haven't mixed anything up

Low = 0
Medium = 1
High = 2
Epic = 3


Shadow Quality:-

sg.ShadowQuality 0

r.LightFunctionQuality=0
r.ShadowQuality=0
r.Shadow.CSM.MaxCascades=1
r.Shadow.MaxResolution=512
r.Shadow.RadiusThreshold=0.06
r.Shadow.DistanceScale=0.6
r.Shadow.CSM.TransitionScale=0

sg.ShadowQuality 1

r.LightFunctionQuality=1
r.ShadowQuality=2
r.Shadow.CSM.MaxCascades=1
r.Shadow.MaxResolution=1024
r.Shadow.RadiusThreshold=0.05
r.Shadow.DistanceScale=0.7
r.Shadow.CSM.TransitionScale=0.25

sg.ShadowQuality 2

r.LightFunctionQuality=1
r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=2
r.Shadow.MaxResolution=1024
r.Shadow.RadiusThreshold=0.04
r.Shadow.DistanceScale=0.85
r.Shadow.CSM.TransitionScale=0.8


sg.ShadowQuality 3

r.LightFunctionQuality=1
r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=4
r.Shadow.MaxResolution=1024
r.Shadow.RadiusThreshold=0.03
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.TransitionScale=1.0


Post Processing Quality:-


sg.PostProcessQuality 0

r.MotionBlurQuality=0
r.BlurGBuffer=0
r.AmbientOcclusionLevels=0
r.AmbientOcclusionRadiusScale=1.7
r.DepthOfFieldQuality=0
r.RenderTargetPoolMin=300
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.EyeAdaptationQuality=0
r.BloomQuality=4
r.FastBlurThreshold=0
r.Upscale.Quality=1
r.Tonemapper.GrainQuantization=0

sg.PostProcessQuality 1

r.MotionBlurQuality=3
r.BlurGBuffer=0
r.AmbientOcclusionLevels=1
r.AmbientOcclusionRadiusScale=1.7
r.DepthOfFieldQuality=1
r.RenderTargetPoolMin=350
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.EyeAdaptationQuality=0
r.BloomQuality=4
r.FastBlurThreshold=2
r.Upscale.Quality=2
r.Tonemapper.GrainQuantization=0

sg.PostProcessQuality 2

r.MotionBlurQuality=3
r.BlurGBuffer=-1
r.AmbientOcclusionLevels=2
r.AmbientOcclusionRadiusScale=1.5
r.DepthOfFieldQuality=2
r.RenderTargetPoolMin=400
r.LensFlareQuality=2
r.SceneColorFringeQuality=1
r.EyeAdaptationQuality=2
r.BloomQuality=5
r.FastBlurThreshold=3
r.Upscale.Quality=2
r.Tonemapper.GrainQuantization=1


sg.PostProcessQuality 3

r.MotionBlurQuality=4
r.BlurGBuffer=-1
r.AmbientOcclusionLevels=3
r.AmbientOcclusionRadiusScale=1.0
r.DepthOfFieldQuality=2
r.RenderTargetPoolMin=400
r.LensFlareQuality=2
r.SceneColorFringeQuality=1
r.EyeAdaptationQuality=2
r.BloomQuality=5
r.FastBlurThreshold=7
r.Upscale.Quality=3
r.Tonemapper.GrainQuantization=1


Texture Quality:-

sg.TextureQuality 0

r.Streaming.MipBias=2.5
r.MaxAnisotropy=0
r.Streaming.PoolSize=200

sg.TextureQuality 1

r.Streaming.MipBias=1
r.MaxAnisotropy=2
r.Streaming.PoolSize=400

sg.TextureQuality 2

r.Streaming.MipBias=0
r.MaxAnisotropy=4
r.Streaming.PoolSize=700


sg.TextureQuality 3

r.Streaming.MipBias=0
r.MaxAnisotropy=8
r.Streaming.PoolSize=1000


Effects Quality

sg.EffectsQuality 0

r.TranslucencyLightingVolumeDim=24
r.RefractionQuality=0
r.SSR=0
r.SceneColorFormat=3
r.DetailMode=0
r.TranslucencyVolumeBlur=0
r.MaterialQualityLevel=0

sg.EffectsQuality 1

r.TranslucencyLightingVolumeDim=32
r.RefractionQuality=0
r.SSR=0
r.SceneColorFormat=3
r.DetailMode=1
r.TranslucencyVolumeBlur=0
r.MaterialQualityLevel=1

sg.EffectsQuality 2

r.TranslucencyLightingVolumeDim=48
r.RefractionQuality=2
r.SSR=0
r.SceneColorFormat=3
r.DetailMode=1
r.TranslucencyVolumeBlur=1
r.MaterialQualityLevel=1


sg.EffectsQuality 3

r.TranslucencyLightingVolumeDim=64
r.RefractionQuality=2
r.SSR=1
r.SceneColorFormat=4
r.DetailMode=2
r.TranslucencyVolumeBlur=1
r.MaterialQualityLevel=1
 

10k

Banned
Mar 20, 2012
15,860
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Toronto, Ontario, Canada
It doesn't really add perspective. Or maybe it does, but it's not a perspective that really helps people understand the implications (or, more apt in this case, lack thereof).

I think hardcastlemccormick's post on the first page does a better job at providing perspective.
I knew I screwed up.

Everytime I try to be helpful I end up making it worse lol.
 

KingSnake

The Birthday Skeleton
Jan 9, 2013
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I see this both as positive and as negative.

For 1st party games (I know, they don't use UE4, just using as a benchmark) it means that there is room for additional QoL improvements like maybe decent AA, better view distance, better shadows etc. So even running a straight MK8 port in portable mode should be quite improved and at 1080p in docked mode. Strange that it didn't look that much of a difference for Zelda on Fallon, but that projection was shitty.

For 3rd party games that struggle to achieve stable 30fps at 1080p on PS4 I see them going sub-native in portable mode and with a lot of things cut out.