Playstation Tablet 1,728 Posted April 3, 2020 Share Posted April 3, 2020 upon starting, CPU game thread was 91ms CPU render thread with gpu wait time - 260ms GPU frame time 200ms 5GB of memory 46GB file size cloth physics moved from CPU to GPU Switch supports cuda natively audio was converted to Opus format the Opus decoder on switch handles 20 sounds simultaneously used oodle for asset compression as it was faster at decompressing than lz4 used the sound streaming system developed for Cyberpunk 2077 to help save memory has 3 languages on cart instead of 4, used lower quality compression for lipsync final build size was 28GB 15 months of development SWitcher was literally the internal project name Tomb Raider got ported to PS4 with added PS4 Pro support and multiple graphics options in two weeks. No wonder stuff is skipping switch. What publisher is going to tie down resources to port stuff got 15 months even if some version is possible. Quote Link to post Share on other sites
Goukosan 2,257 Posted April 3, 2020 Share Posted April 3, 2020 (edited) WTF are you talking about? Post a link or a source for some context please. *update* found the link to the Nvidia presentation https://developer.nvidia.com/gtc/2020/video/s22697 Edited April 3, 2020 by Goukosan Quote Link to post Share on other sites
Goukosan 2,257 Posted April 3, 2020 Share Posted April 3, 2020 (edited) 44 minutes ago, Team 2019 said: upon starting, CPU game thread was 91ms CPU render thread with gpu wait time - 260ms GPU frame time 200ms 5GB of memory 46GB file size cloth physics moved from CPU to GPU Switch supports cuda natively audio was converted to Opus format the Opus decoder on switch handles 20 sounds simultaneously used oodle for asset compression as it was faster at decompressing than lz4 used the sound streaming system developed for Cyberpunk 2077 to help save memory has 3 languages on cart instead of 4, used lower quality compression for lipsync final build size was 28GB 15 months of development SWitcher was literally the internal project name Tomb Raider got ported to PS4 with added PS4 Pro support and multiple graphics options in two weeks. No wonder stuff is skipping switch. What publisher is going to tie down resources to port stuff got 15 months even if some version is possible. How long do you think the average port takes? Edited April 3, 2020 by Goukosan Quote Link to post Share on other sites
Playstation Tablet 1,728 Posted April 3, 2020 Author Share Posted April 3, 2020 1 hour ago, Goukosan said: How long do you think the average port takes? Literally weeks to port between. PS4, XBox and PC. Doom Eternal was co developed with Panic Button and the Switch port is nowhere in sight. Quote Link to post Share on other sites
Goukosan 2,257 Posted April 3, 2020 Share Posted April 3, 2020 32 minutes ago, Team 2019 said: Literally weeks to port between. PS4, XBox and PC. Doom Eternal was co developed with Panic Button and the Switch port is nowhere in sight. It's not weeks if it's a engine that has not been on that system before. That takes longer. Subsequent games (with the same engine) on the system will take a shorter time to port. As far as Doom they took Panic Button off the Switch version to help finish the PS4, Xbox and PC versions. Quote Link to post Share on other sites
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