Sunday , October 2 2022

Dying Light on Switch – Another Mobile Miracle? •


Last month, developer Techland revealed that its open-ended survival horror game – Dying Light – will hit the Nintendo Switch. Given its scale and sheer volume, plus the fact that the game focused on 30 frames per second on the much more powerful PS4 and Xbox One, we had to wonder … might this conversion work? Surprisingly, the answer is yes. Dying Light has clear compromises but the game is full of content, decent performance, image quality is better than expected and is played in a particularly handheld way, it’s a treat.

To some extent, this port enhances the Switch-conversion trend Many of the current generation consoles run at 30fps from source material running at 2x frame rate (an easy way to save CPU and GPU resources). Meanwhile, the resolution often collapses, to the point where rising objects and blurring can cause problems. Then there is the whole concept of an open world with detailed details – a test for the memory, processor and bandwidth of a switch, but an environment that simply must provide quality on such a game.

So first thing – Dying Light for Switch is based on version 1.43 of the original game and brings most of its visual features to the table, along with some changes. Techland uses what appears to be a new feature of TAAU – a temporary anti-alias with magnification. The idea here is to reproduce the image in multiple frames to match the target output resolution: either 1080p on dock or 720p on mobile. Naturally, the actual base resolution is lower, often counting around or below 720p in docking mode, but the result is interesting: it looks quite reasonable to natives when standing still, but as you move, you will notice image disintegration. Normally, when comparing Switch outputs to other powerful machines, the resulting image is blurry and clear at a much lower resolution, but Dying Light does compare better than usual.

The collapse of the digital foundry in the execution of the switch of a dying light.

But compromises are inevitable and here, we are on familiar ground. The resolution of the shadows is significantly lower, shadows on the vegetation have disappeared, the quality of the texture harms both the figures and the textures of the world, while the blurring of movement is absent. Once in the open world, it is more noticeable that distant details and separate dynamic lights, which produces a pop-in effect much closer to the player. However, the depth of field and other effects after processing are complete and look great on the Switch. Despite the changes, it’s very Dying Light, as the video above shows.

Another change I mentioned is a reduction in the total number of zombies, but a little bit of compromise is a bit tricky to set up. There are still areas laden with lots of zombies, but I have noticed a depletion of the herd during normal exploration. Therefore, it seems like it is downloaded a bit, which makes the game sometimes a bit frustrating. Some areas look empty than expected then, but others – like the start of the next DLC – look as busy as ever.

The comparisons in the video are supposed to give you a pretty good idea of ​​what to expect, but in my opinion, the cuts feel somehow different than other switch conversions we tested – overall, it looks and feels good, certainly in a handheld game. The thing is that all the features and complexity of the game are preserved and elements like load times are actually comparable. In fact, in my tests, the Switch version loaded faster than the PS4 game. So, obviously the Switch port is not compatible with the previous edition of the console and should be expected, but I like a lot of the decisions Tackland made here. Obviously this was probably a very technically challenging conversion: it’s a game that does things that the Switch really wasn’t meant to do, but it does work well.

Dying Light’s performance is not limited in Switch, and they often operate at around 30-36fps. A 30fps cap will reduce instability.

This brings us to performance and the results are interesting. You may notice instability in the camera’s movement and movement, but this is usually not related to performance decreases, but rather the game runs at an uncovered frame rate, which usually runs at 30-36fps. On paper this may not seem like a big deal, but what is happening is that we are actually seeing inconsistent frame times of 16ms, 33ms and 50ms – and this is causing inconsistent traffic. It’s like a wrong frame rate but slightly different in appearance, creating a slightly shaky look to action. The good news here, however, is that the frame rate does stay above 30fps most of the time and after I raised this issue with the developers, I was informed that they are looking to fix the problem with the help of a fix. There are real drops below 30 fps – in the city at night, for example – but I think if Techland can implement a decent 30 fps cap, it should make the game look and feel smoother overall.

In conclusion, Dying Light on Switch is a smartly designed port that lasts well. Some of its cuts are a little too obvious in docking mode, but the game in handheld mode, the game is much more appealing – looks especially good in the OLED Switch model display. And on a more general note, when revisiting Dying Light on PS4 for this piece, it’s a game that looks good and plays well, even though it’s already been released in 2015 – so I’m really looking forward to it. Recently announced a fix for the new consoles, Which should provide a significant upgrade, even according to FPS Boost for the Xbox Series X. The sequel may be coming soon, but obviously the original Dying Light still has a lot to offer.

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