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Digital Foundry - Rouge Company Technical Analysis... 60fps, cross play and cross save on all systems.


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Summary:

 

60fps on all systems even switch

the glide down is 30fps on switch, then moves to 60fps

crossplay was the point from day one

TAA on all systems

portable uses FXAA

docked - dynamic 900p

portable - 720p

same visuals except for shadow resolution

One S - 900p, dynamic?

PS4 - 1080p, dynamic?

PS4 Pro - 1440p

One X - 4K

heavy geo culling on switch. if it ain't on screen, it ain't drawn

culling less strict on other systems

no screen space reflections on switch

no water effects either

baked lighting

on switch, cloth sim uses previous frame data and unique shader work

enhanced consoles - locked 60fps

base ps4 - locked 60 with the excepting in one area

performance deteriorates over several rounds to as low as 44fps

XBO has no deterioration as far as tested

Switch - 60-50fps, mostly 60

switch has some glitches like giant guns, asset loading on dead bodies, and a couple of crashes

this is a beta tho

"best looking 60fps games on the [Switch]"

ray tracing on next gen as long as it doesn't impact performance

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27 minutes ago, Goukosan said:

remember when you thought Switch couldn't run UE4 games at 60fps at 900p :bena:

  • the glide down is 30fps on switch, then moves to 60fps
  • portable uses FXAA
  • same visuals except for shadow resolution
  • heavy geo culling on switch. if it ain't on screen, it ain't drawn
  • no screen space reflections on switch
  • no water effects either
  • on switch, cloth sim uses previous frame data and unique shader work
  • Switch - 60-50fps, mostly 60
  • switch has some glitches like giant guns, asset loading on dead bodies, and a couple of crashes

 

:martin:

Edited by DynamiteCop!
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3 minutes ago, Twinblade said:

Its clearly the result of a crossover between Paper Mario and Rogue Company. Nothing to laugh at here :| 

It's a great way of saving resources.  "Paper rendering".. Nintendo are geniuses :obama: 

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36 minutes ago, DynamiteCop! said:
  • the glide down is 30fps on switch, then moves to 60fps
  • portable uses FXAA
  • same visuals except for shadow resolution
  • heavy geo culling on switch. if it ain't on screen, it ain't drawn
  • no screen space reflections on switch
  • no water effects either
  • on switch, cloth sim uses previous frame data and unique shader work
  • Switch - 60-50fps, mostly 60
  • switch has some glitches like giant guns, asset loading on dead bodies, and a couple of crashes

 

:martin:

Glitches are expected its a Beta test. 

 

Gliding at 30fps in the battle intro while actually playing the full game at 60fps is a smart optimization.   That's better than playing the entire game at 30fps simply because the battle intro is 30fps. 

 

Docked uses TAA, While portable uses FXAA that's a another smart optimization.  No need for TAA on such a small screen.  Free up resources to maintain native res and 60fps.  Instead of using TAA in portable and then having to drop the res and or the frame rate. 

 

Geo Culling (which all version utilizes,Switch is just more aggressive.) is also a smart optimization as well, only draw what you can see.   This leads to better performance.

 

Obviously it's not the best version, but the developer made smart choices to ensure it runs and looks good. 

Edited by Goukosan
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