@Xyleph: Wir haben uns ja vor kurzem über die "Mobile" Unreal 4 Engine unterhalten, Switch nutzt anscheinend aber die normale UE4, wenn da etwas dran ist.
http://nintendoeverything.com/diffe...able-switch-modes-spotted-in-unreal-engine-4/
http://nintendoeverything.com/diffe...able-switch-modes-spotted-in-unreal-engine-4/
Unreal Engine 4 version 4.14 released about a month ago. One developer has now come across some interesting discoveries which lend credence to some of the recent speculation.
A file in Unreal Engine 4’s master branch shows names for Switch, SwitchConsole and SwitchHandheld. As the developer points out, “the SwitchConsole settings are a notch lower than the UE4 defaults used on PC, PS4 and XB1.” It’s thought that the settings “serve as a good starting point to get a PS4/XB1 UE4 game to run acceptably on the Switch.”
One setting – specifically ScreenPercentage – is set at 66 percent and matches up with talk about Switch displaying at 1080p while docked and 720p when being played as a portable (66 percent of 1920 x 1080 is 1280 x 720). However, instead of only reducing the resolution to 720p in handheld mode, the engine also reduces graphical settings. Unreal Engine 4 is set at “FXAA” in console mode, but changes to “faster FXAA” in handheld mode. It’s also worth mentioning that Switch uses the full Unreal Engine 4 deferred renderer path rather than the “mobile” renderer.
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Aber das würde auch erklären, warum Nintendo auch bei 1020mhz/768 MHz ne aktive Kühlung benötigt und warum sie derart niedrig "gegangen" sind. Am Ende hätte Pascal wohl keinen großen Unterschied gemacht, Pascals Vorteil sind vor allem deutlich höhere Taktraten, aber wenn man in dem doch relativ dünnen Gehäuse nicht viel höher takten kann....das Teil ist halt auf längeres Spielen ausgelegt.
oder :v:....