@emgesp said:
@AdobeArtist: Exactly, people are misunderstanding the difference between hardware standards and being the most powerful. Nobody said the Switch had to be more powerful than the PS4 to be competitive, but it sure as hell can't be severely underpowered and expect the same third party support.
I think there's an even bigger issue for Nintendo than hardware power. The raw numbers continue to be a bit of a distraction, to say the least.
I mean, bear in mind that developers are already used to scaling their games according to hardware power (hello, PC gaming!) - and if they aren't, they soon will be (PS4 -> PS4 Pro/Xbox One -> Scorpio). This is itself not necessarily the huge issue that some make it out to be.
The more important issues, when it comes to hardware, relate to architecture and development environment/support. It's one thing to produce a game that scales for performance (e.g. switching on and off certain shaders, or de-activing anti-aliaising - these sorts of things have been done on PC for many years and there are existing tools that allow you to feature-switch in that way).
The problem is when you build a game for one architecture and then you have to port the code to something completely different.
A crude analogy here is this: if I build a game for iPad, it's not a massive shift to also port that game to iPhone because the development environments are the same, as is the core platform. I'm also obviously working with the same OS and SDK.
But if I create an iPhone game and then port to Android? Different story. Now I'm working with a different SDK and a different set of tools (and rules). So, my workload (and thus my cost) is larger.
To come back to Switch: a developer is going to be less concerned about turning off anti-aliaising or de-activating some shaders in order to get stable framerates on Switch. That's not the real issue. The issue is that if I build a game on a particular engine or with a particular framework, how easy is it for me to port that code to Switch? What environments will I need, what toolsets will I need? How much code change will I need to do that port?
At the moment, nobody really knows the answers to those questions. But those questions - rather than raw hardware power - are, I think, the important ones. We get so consumed with clock speeds and memory, but that kind of misses the point.
For Nintendo, regardless of clock speed and memory, they need to be really focused on building a platform (including support for relevant industry-standard tools) that is going to make it easier for developers to port code without making huge, fundamental changes. That will be the key thing on the hardware/middleware side that will matter a great deal for Switch third party support.
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