DOOM Eternal it is unquestionably one of the most impressive ports of the Switch. Presented by Panic Button port specialists, the game runs successfully at 30 frames per second. However, compared to the PS4 and Xbox One editions, it had significant visual success.
As part of this compromise on performance, search scenarios were also affected, capped at the switch at 20 frames per second. Speaking to Digital Foundry, Panic Button chief engineer Travis Archer discussed why these compromises were made, confirming:
As is typical for most games, the cut scenes are sometimes the most intense scenes in the game – lots of dynamic lights, lots of shadows, lots of complex animated geometry on the screen, and so, in this case, the importance for us it was not the loss of that detail for the scenes. It’s kind of a great time to pay. It should look great and I decided it was better to run at a higher resolution in this case because it didn’t affect the game – it doesn’t affect your ability to move fluidly around the game when you’re in the middle of a game. scene. He was less critical.
Now, in terms of the end result, I think there are still improvements we can make to those cutting scenes, and we intend to make some improvements to the cutting scenes to improve their performance. But this was the decision based mainly on how high the quality bar is for those scenes.
You can watch the one-hour video interview above, which provides some interesting information about how Panic Button got the “impossible” port of DOOM Eternal. Digital Foundry previously launched a breakdown of Eternal technology last month, confirming improved performance Wolfenstein II: The New Colossus.
If you are curious to know more, you can always consult your own review, where we gave the Switch port 8/10 stars.
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