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Post by apop on Jun 23, 2019 18:51:48 GMT -6
Is there plans to optimize the Switch port of Ritual of the Night? Comparing it to the other version is like day and night, blurry textures, poor framerate and low resolution in general. I know that the switch isn't as powerful as other consoles but this shouldn't be a highly demanding title to run. Don't get me wrong, I love the game and I've just gone and purchased it 3 times now to try out different platforms but I severely regret my decision to get the switch cartridge as my backer's edition. I'm still holding out some hope, Doom got a late patch that drastically improved the texture resolution so hopefully this game gets the same level of love from the developers and I'll be able to live the dream of portable Bloodstained without damaging my eyesight
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Post by apop on Jun 23, 2019 22:35:04 GMT -6
I think this post I'm not tech savy, why can't the Switch version hit 1080p docked? Unreal Engine 4 is bloated and was not made with a somewhat weak platform in mind. To my knowledge there is no UE4 game running on 1080p 60 FPS on Switch, not even first party titles like that new Yoshi game, which runs at 720p 60 FPS docked. If DICO was a better developer they probably could manage to get the same result with Bloodstained, but as you can see with all these bugs and even framerate drops on a much powerful console (PS4 Pro), they aren't exactly competent. Might be the best response
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Post by dareka on Jun 23, 2019 23:22:29 GMT -6
apop I wouldn't hold my breadth for a more optimized version, but I wouldn't come out and call DiCO incompetent programmers, either. For one thing, programming games is very difficult, and requires really good programmers with special knowledge and skills to begin with; if you're gonna say they're not competent, you better put up or shut up - show you can do better, or don't call them incompetent at all. More to the point, though, when a game is not built from the ground up as an exclusive for a given platform, it's almost a given that the game won't be able to tap that platform's real potential. Why? Well, you can look at game's performance being determined by three separate but related elements: 1. The assets (graphics and sound data) the game uses. 2. How those assets are moved around in system memory. 3. How those assets and the game logic are processed. When you're making a game as an exclusive for a given platform, like the new Yoshi game, and you're targeting a specific frame rate (say, 60 fps), what you're gonna do is you're going to 1. Create assets that are easy for the platform to handle, considering things such as memory bandwidth, GPU features and clock speed, etc. 2. Build your asset management logic around those assets and the system's limitations. 3. Not include any assets or logic that constitute a bottleneck for reaching your target frame rate. Here's the kicker, though - sometimes, not even doing this is enough. Sometimes you need a programmer who's really good at optimization - and I mean fricking genius level good at optimization - to meet your target frame rate. I know because the well-known company I worked for was stacked with brilliant programmers (who've gone on to illustrious careers at the likes of Square Enix), but there was one who was really good at optimization, and you'd hear about how he'd just double to frame rate of the games he worked on; so if he hadn't been on board, lots of really brilliant programmers would not have been able to get the level of performance the retail versions of the games shipped with. But wait, there's more! You know why games like Yoshi run at 60fps on Unreal 4? It's not because of the developer, it's because of the publisher. You see, a company like Nintendo has the financial resources to hire some freelance genius to optimize a game; but they won't do that, because they don't really need to do that, because they can just pay Epic to send one of their top engineers, someone who knows the Unreal Engine like the back of his hand, and optimize the game for the developer - it's what Square Enix did when developing Dragon Quest XI, actually. So can you get Bloodstained to run on Switch at 60 fps? Maybe, but you'd probably need to redo the assets, redo the program's architecture, drop the resolution to 720p and then have someone from Epic come and look at it. None of these things are realistic, and so the game will probably be locked at 30 fps forever. That said, if Nintendo does release an improved version of the Switch, and if it's possible for the system to identify itself to the software it runs as distinct from the original Switch, and if the performance increase is good enough that reaching a stable 60 fps is feasible without redoing assets and major portions of code, then 505 might be inclined to provide a patch to game at a later point in time. But those are a lot of ifs.
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Post by apop on Jun 24, 2019 0:07:41 GMT -6
Very nice reply - just one question - you say 'drop the resolution to 720p' however it was my understanding that Bloodstained runs at 720p (or lower) and I guess my issue isn't so much the 30FPS but they fact that it doesn't seem to even hit 30FPS a lot of the time.
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Post by zoned87 on Jun 24, 2019 0:56:32 GMT -6
Very nice reply - just one question - you say 'drop the resolution to 720p' however it was my understanding that Bloodstained runs at 720p (or lower) and I guess my issue isn't so much the 30FPS but they fact that it doesn't seem to even hit 30FPS a lot of the time. It's locked at 720p in handheld. In docked mode its dynamic between 720p and 1080p depending on how much is going on. This video of Switch version footage went out yesterday: My backer copy should be arriving today so I guess I will find out more soon.
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Post by dareka on Jun 24, 2019 1:08:25 GMT -6
Very nice reply - just one question - you say 'drop the resolution to 720p' however it was my understanding that Bloodstained runs at 720p (or lower) and I guess my issue isn't so much the 30FPS but they fact that it doesn't seem to even hit 30FPS a lot of the time. Sorry, I meant drop it from 1080 p - but obviously it's already running at 720 p, so yeah - my mistake. I guess maybe lock it to 720 p.
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Post by Ciel on Jun 24, 2019 1:09:25 GMT -6
drop the resolution to 720p Just a correction: the game on Switch already runs at 720p. I agree with the rest of what you said though.
Edit: ninja'd
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Post by zoned87 on Jun 24, 2019 1:17:04 GMT -6
A launch day patch is incoming it likely includes optimizations and just to claify its dynamic in docked mode going up not 720p locked. Though even with the patch it probably won't be a perfect port. I would have thought it would have been a higher priority for the devs considering games like this usually outsell their PS4 and XB1 counterparts 3 or 4:1.
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Post by dareka on Jun 24, 2019 1:42:51 GMT -6
A launch day patch is incoming it likely includes optimizations and just to claify its dynamic in docked mode going up not 720p locked. Though even with the patch it probably won't be a perfect port. I would have thought it would have been a higher priority for the devs considering games like this usually outsell their PS4 and XB1 counterparts 3 or 4:1. It's not a question of priorities - they have to work with the assets they have, and they were created before the Switch platform was even on the radar; the same goes for the game's logic, probably. The Switch is basically a PS3. Compare Bloodstained with games running at 60 fps for the PS3 and you'll see the assets are more computationally expensive and memory intensive. They likely don't have the budget to redo the assets and optimize or maybe even redo the code for the Switch (which probably requires bringing someone from Epic over to help - assuming Epic would even bother with a game that's not an Epic Store exclusive), and on top of that fulfill all the stretch goals promised as DLC. So, I doubt it's a question of not giving the Switch priority, as much as it is a question of not having the time and money to rework the game so that it both looks good and performs well on the platform. Making a game run at a given frame rate is not just a matter of hunkering down and putting more hours into optimization: if you didn't plan the game with a given platform in mind from the get-go, your only choice is to hire another dev team to redo it from the ground up (what Netherealm did with MK11 for the Switch). It's very costly (enough that it might offset any profits from the game) and time consuming (you'll miss the launch window completely); it's a huge gamble, and one that no publisher is going to take when they can just drop the frame rate by half and have the game run well enough. If the game sells like hotcakes on the Switch, though, you might be able to get that from the sequel. Then again, if it sells like hotcakes, that would probably prove there's a market for the game at 30 fps.
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Post by zoned87 on Jun 24, 2019 2:08:00 GMT -6
Switch isn't a PS3 because the PS3 had 512mb of ram it uses 4gb of DDR3-1600. The CPU is probably roughly the same and the GPU is more modern and marginally better based on Nvidia's last gen Maxwell architecture. Its more like a PS3.5 somewhere inbetween a PS3 and PS4. It can do 60fps games but they require deep optimization.
Hollow Knight topped eshop charts for a while and outsold every other platform is why I think it will do well.
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Post by Aztec on Jun 24, 2019 16:40:29 GMT -6
I really hope the day 1 patch hits Switch BEFORE the game goes live on eshop or we’ll have another round of people getting gamebreaking bugs for having started the game in 1.01 before 1.02 hits later in the day like it happened on PS4.
Has 1.02 even hit Xbox yet at all?
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Post by apop on Jun 24, 2019 18:31:16 GMT -6
Having given this some more thought... The argument that it wasn't built for switch doesn't really hold up as the game was developed with Wii U and Vita in mind. Both these are far less powerful consoles. Still holding out some hope for the 1.02 patch bringing some optimisation or the team letting me exchange my backer extras for the Xbox version however.
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Post by dareka on Jun 24, 2019 21:22:53 GMT -6
Having given this some more thought... The argument that it wasn't built for switch doesn't really hold up as the game was developed with Wii U and Vita in mind. Both these are far less powerful consoles. Still holding out some hope for the 1.02 patch bringing some optimisation or the team letting me exchange my backer extras for the Xbox version however. Dude, I worked as a programmer for a very good Japanese game company - it's up to you if you wanna listen to me or not. When a game is made, a lead platform is settled on. In this case, it's pretty obvious the lead was going to be the PC, and Xbox One and PS4 a close second. You do development on a lead platform and then port to the others. The Wii U and Vita were stretch goals, and neither supported UE4. As stretch goals, they were afterthoughts, and neither version was going to have the market impact that the Switch version would eventually have. When they say "we're building this game on UE 4 and definitely releasing on PS4 and Xbox One", you know that hitting 60 fps on last-gen platforms is not a priority. When they built the game engine that sits on top of the UE4 middleware, and when they ordered the game's assets, they were most definitely not prioritizing getting the game running at 60 fps on a platform that did not exist outside of Nintendo's prototype labs. Switch support turned out to be easier because the platform runs a special, light version of UE4, but God only knows what compromises they had to make to get a game built on the original version of UE4 to run on the lighter version on Switch. Could you get a game like Bloodstained to run on Switch at 60 fps? Yes, if you built it with the Switch as the lead platform and had enough of a budget and enough clout to get Epic to help you with optimization. It's not just a question of hunkering down and doing a lot of optimizing. There is always a limit to how much you can do in a timely fashion given the circumstances. While it's not theoretically impossible, it is extremely unlikely you'll ever see the game running at 6o fps on the current Switch model.
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Post by yulia11 on Jun 24, 2019 23:19:14 GMT -6
Having given this some more thought... The argument that it wasn't built for switch doesn't really hold up as the game was developed with Wii U and Vita in mind. Both these are far less powerful consoles. Still holding out some hope for the 1.02 patch bringing some optimisation or the team letting me exchange my backer extras for the Xbox version however. Dude, I worked as a programmer for a very good Japanese game company - it's up to you if you wanna listen to me or not. When a game is made, a lead platform is settled on. In this case, it's pretty obvious the lead was going to be the PC, and Xbox One and PS4 a close second. You do development on a lead platform and then port to the others. The Wii U and Vita were stretch goals, and neither supported UE4. As stretch goals, they were afterthoughts, and neither version was going to have the market impact that the Switch version would eventually have. When they say "we're building this game on UE 4 and definitely releasing on PS4 and Xbox One", you know that hitting 60 fps on last-gen platforms is not a priority. When they built the game engine that sits on top of the UE4 middleware, and when they ordered the game's assets, they were most definitely not prioritizing getting the game running at 60 fps on a platform that did not exist outside of Nintendo's prototype labs. Switch support turned out to be easier because the platform runs a special, light version of UE4, but God only knows what compromises they had to make to get a game built on the original version of UE4 to run on the lighter version on Switch. Could you get a game like Bloodstained to run on Switch at 60 fps? Yes, if you built it with the Switch as the lead platform and had enough of a budget and enough clout to get Epic to help you with optimization. It's not just a question of hunkering down and doing a lot of optimizing. There is always a limit to how much you can do in a timely fashion given the circumstances. While it's not theoretically impossible, it is extremely unlikely you'll ever see the game running at 6o fps on the current Switch model. Game is still super laggy and could have run a bit smoother (I understand about 30 fps, but I think that's not the only problem on smoothness), especially in cutscenes. Additionally texture was a bit too low for the switch version. There are also excessive loading screen. Consider everspace, which is well optimized but still run at 720p, but that game never had the performance issue that ROTN had unless in dust clouds, and has reasonably more details and calculations.
Edit: Serious overheating in the village.
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Post by Deleted on Jun 25, 2019 19:33:20 GMT -6
The state of the Switch game is awful. Utterly disappointing to have waited years and years and years, then another week after everybody else, get no backer rewards, and get a game released in this state. Unbelievable.
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Post by basementape on Jun 26, 2019 21:06:25 GMT -6
I wonder how much performance could be gained by just replacing a lot of those lavishly detailed background objects with pre-rendered sprites? If they did it with a bit of care, it would barely be noticeable at the resolution the Switch is running. And even if it ended up looking a bit hokey on closer inspection, the trade-off would be nothing compared to the blurry textures and sub-30 framerates that are in there right now.
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Post by miricosplayer on Jun 26, 2019 22:17:26 GMT -6
Very disappointing that so little care was put into the Switch port. I'm going to get an exchange for the PS4 version, as I don't have confidence the developers can fix all of the issues in a timely manner. It should never have been released in such an unacceptable state.
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Post by asterra on Jun 27, 2019 8:10:00 GMT -6
> fix all of the issues
Sometimes I wonder if anyone even reads the threads before posting things like this. "Issues"? Inevitably, what people mean when they use this word is "poor performance on my underpowered platform", or "they didn't design two versions of the game -- one for the rest of the world, and one for Switch-caliber platforms".
Have a little intuition. Your issues won't be fixed.
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Post by ben2749 on Jun 27, 2019 9:32:35 GMT -6
I'm also extremely disappointed in the Switch version, and regret backing the game/choosing a Switch copy. I accept that the Unreal Engine is not great on Switch, however an understandable reason does not equal an acceptable justification. To be blunt, it's not my problem that the Unreal Engine does not run well on Switch, nor should I be expected to know that in advance. I was unaware of that fact until today. Either another engine should have been used, or the Switch version should have been cancelled. The latter would mean that I would have chosen a different platform, so I would be enjoying the game right now. I'm sure the developers did the best job they could, so I don't blame them. But somebody somewhere made the decision to develop a Switch version on an engine that would result in a poor end product. So Switch owners got shafted, and no amount of blaming the engine changes that. It was the studio that decided to use said engine and go ahead with a Switch version. By the way, I made this thread arguing that Switch backers should at least be offered free Steam keys, as free Steam keys were given to backers who had their deliveries delayed, and as far as I'm concerned, Switch backers have it far worse than people who simply had to endure a delivery delay: bloodstained.forums.net/thread/4186/switch-kickstarter-backers-steam-keys?page=1&scrollTo=69000
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Post by roguedragon05 on Jun 27, 2019 9:51:12 GMT -6
ben2749And if the Switch version HAD been canceled guess what there would have been a huge backlash of criticism and accusations of theft or wasting of money. They tried to make it work... they are STILL trying to make it work. You invested in a project meaning you gambled that this would turn out the way you wanted it too. It's easy to look back on what is and say you should have done this and this differently but whether you realize it or not no decision would have made everyone happy. You are mistaken when you say it's not your responsibility to understand what your hardware is and isn't capable of, if you buy a car your responsible if you put the wrong type of fuel in it. The Switch version was a replacement of the Wii U version and that's where the money came from, they never originally intended to go on the Switch but they made a good faith effort to use the money for the Wii U in the way it was intended for. I agree from what I've seen that it hasn't worked out so well so far but again that was always a possibility, and they are at least still trying to fix it. If you want to talk compensation you need to understand that you got what you requested and that changing everyone's orders post launch is pulling money they don't have to spend out of their pockets, you may feel entitled to that but your not legally entitled to it. You feel bitter about that, I can understand and sympathize with you but realistically nothing's gonna change. If you wanna talk other forms of compensation then those concerns are best directed directly at 505/fangamer by tagging them, as simply putting them on the form won't express your concerns to anyone that can actually change anything. Either way I suspect you will have to deal with the selection you made in the end.
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