All other visual settings appear identical to the docked experience otherwise - it's just the resolution range that changes. But, again, all of this reconstructs via TAA to 720p, matching the handheld's screen. ![]() Moving onto portable mode, we get a range between 360p and 400p, looking at the raw pixel structures. As far as its docked play goes, the Unreal Engine TAA does a surprisingly great job of reconstructing the frame. As for Switch while docked, we get a reconstructed 720p image instead- though the typical native resolution is between 540p and 600p to my count - typically resting at that 1066圆00 mark. PS4 runs at a dynamic 900p, using temporal reconstruction to deliver a 1080p output. Resolution-wise, there's a difference too. Even so, Switch has all the core content, and offers the framework of the world design that makes Mortal Shell enjoyable. Plus, dynamic shadows, while near torchlight appear to be missing on Switch. Yes, the cutbacks are easy to pick out: the depth of field effect removed, the volumetric lighting reduced in resolution, creating obvious stairsteps to light shafts. Pop-in is surprisingly minimal as we run through detail-dense areas as well, though the contained level design helps there. Ambient occlusion is enabled, too, adding shading to its world. Motion blur effects are included, while mist, fog, and other atmospheric effects roll across the distance. In fairness though? SSR is definitely engaged, and all things considered it's impressive it makes the cut at all.Įven with these cutbacks, Switch does a remarkable job in retaining a lot of the detail, effects and features of the PS4 release. Added to that, screen-space reflections are dropped in accuracy too, meaning fewer on-screen elements factor into the final mirror image. Grass foliage density and draw distance on trees is cut back, while water ripple physics are completely gone on Switch, the only thing left behind being the transparency effects for caustics and splashes as we walk through. But yes, the environmental detail does take a serious cutback in select spots.Ī video breakdown of Mortal Shell on Nintendo Switch, stacked up against the PS4 build.Ī few other downgrades stick out. Even cloth physics stay enabled on Switch as we walk the world, with cloaks, draping flags and more billowing dynamically. ![]() Armour sets - the so-called 'shells' - are crisply defined in close-up, as is the weaponry. ![]() So for example, character texture-work is identical to PS4's. The best theory is Switch's 4GB of RAM is the limiting factor here - though certain points do still get priority for high quality textures. Notably the floors, or walls of dungeons, often manifest as a blurry smudge if viewed too close. Starting at the top though, you'll notice texture assets are dropped in resolution. To cut to the chase, compared to the PS4 release from 2020, Mortal Shell on Switch is an obvious downgrade in key areas, though it seems that some elements of the lighting may hail from a more modern build of the codebase PS4 was never updated to. The impact is so striking that at times, the Switch version is a genuine struggle to control. Specifically, hitting such an ambitious bar of quality comes at a cost to its frame-rate and so it follows, also its playability. In much the same vein as other Unreal 4 titles like Mortal Kombat 11, the visual make-up - the core details of the action - translate well to Switch, but having spent the last week this portable release I've got to say there are glaring issues. At first glance Mortal Shell on Switch actually looks like a success. ![]() With a surprise late 2022 release on the Nintendo Switch eShop, Mortal Shell: Complete Edition gives Switch users the full package a complete port of the 2020 Souls-like, with all DLC and content updates included.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |