320°

Virtuos intends to port PS5 and Xbox Series X games to Switch

Virtuos has helped bring a number of games both past and present to Switch over the past few years. The company’s efforts include Final Fantasy XII: The Zodiac Age, Dark Souls: Remastered, Starlink: Battle for Atlas, and The Outer Worlds. With new consoles arriving later in 2020, Virtuos’ porting efforts will expand.

Read Full Story >>
nintendoeverything.com
Shiken1480d ago

Virtuos is no small team, with over 1500 in their staff right now. Good to see Switch porting devs planning to keep them coming into next gen. By the time the full potential of these new consoles are realized in practice, Switch 2 should be here or not far off anyway.

It will be interesting to see how this works out, even if only for the tech aspect of it.

Born2Game831479d ago

I wanna see them port CyberPunk 2077. Now that will be something.

ABizzel11478d ago (Edited 1478d ago )

They're going to be hard-pressed porting anything made exclusively for next-gen. Indies, arcade, and cross-gen ports will be possible, but unless the developers make games that have PC versions with low settings that can work on basic PC APUs then I don't see next-gen ports being plentiful on Switch. The CPU performance difference, the GPU performance difference, and the memory performance difference are much too great for the Switch.

Even a Switch 2 port is kind of up in the air as well, since mobile device all boil down to TDP being less than 20w for the overall device (generally 10w - 15w is the sweet spot). On top of that Nintendo aims to not break the $350 price barrier, and with that, they can't use the latest and greatest tech which means today's best mobile tech is still comparable to what Nintendo would use in 2 - 3 years (although being a dedicated gaming platform, means Switch will do more gaming-wise then what 2020 mobile tech can).

2020's best mobile tech performance is around 2x the performance of the Tegra X1, which is 3x more powerful than Switch if they keep current tech max mobile clocks (aka around XBOs performance docked). So if the current-gen base consoles lose support, then Switch 2 will likely lose support.

6 - 8 Core Mobile CPU (ARM, NVIDIA Denver, AMD Zen 2 mobile)
8CU GPU @1.2 GHz docked / @800 MHz handheld max (1.23 TF / 860 GF, aka around launch XBO)
8GB LDDR5

Equivalent Tech: ARM (Snapdragon 865+), Tegra Xavier+, AMD Ryzen 5 4500u+ APU (Vega 8 instead of 6)

Smclaren19851478d ago

Thank you my sentiment aswell couldn’t have explained it better myself 👍 it really struggles with Witcher 3 never mind next gen lol

Shiken1478d ago (Edited 1478d ago )

@Smclaren1985

Witcher 3 runs fine lmao. I beat it on PS4 and Switch, so unlike many haters I have directly compared outside of a youtube video. They have the same frame rates, PS4 has sharper visuals. Switch even got a patch that allows you to make the image sharper by turning off the blurr filter as well.

@ABizzel1

The thing is, most games will be cross gen for the first 2 years just like PS4 and X1. The Switch will be almost 6 years old before that becomes a reality. Perfect timing for a Switch 2 that does not need to run the games in 4k, but 1080p portable at 30 fps would be acceptable for a hybrid. That is a massive downscale from 4k (which is the target of PS5 and XSX).

As for the chip, I am sure Nvidia and Nintendo are working on a custom chip as we speak. technology in 2 years will be very different than tech today, so you really can't say what will be available for a Switch 2.

ABizzel11478d ago

@Shiken

"technology in 2 years will be very different than tech today, so you really can't say what will be available for a Switch 2."

I agree with the first part of this, technology will be different; however, Nintendo has shown over the last several generations that staying below $350 is more important to them, and they are willing to use "older tech" that's 2 or more generations behind to get that done.

The Wii was an enhanced GameCube. The Wii U was based on AMD's TeraScale2 architecture even though GNC 1.0 had also released and offered much better performance as well as there being a multitude of TeraScale2 GPUs that offered much better performance (the HD 6670 which would have only been $20 more tops, and offered 3x the GPU performance). And every generation their handhelds (which I'm including the switch in) has never been on par with the tech available at the time.

And when it comes to NVIDIA the reality is we do know their plans for the next few years, because they release their roadmap to the public during events like CES / GTC, and their roadmap has Xavier scheduled to release this year and Orin releasing in the next 2 - 3 years.

Based on Nintendo's history the most likely NVIDIA processor for a Switch 2 would be Xavier to ensure the price is $350 or less. The same goes for ARM, and their processor of choice would be an SD 875 / SD 885 equivalent with an Adreno 660 or 670 mobile GPU.

The only one up in the air would be AMD and if they're able to get a low cost, low powered, mobile APU that maxes at 15w of TDP, and the closest thing they have to that right now is the R5 4500u and in the next 2 or so years they might be able to make it fits those parameters which is pushing towards Zen 4 launch which based on their roadmap is 5nm technology, a new product, and a price Nintendo is unlikely to pay.

And having a mobile device with XBO levels of performance isn't a jab, but as you said the first 2 years we may see a decent amount of cross-gen games, but the Switch will be 5 1/2 years old by then and ready to be replaced, so as the old consoles are being phased out support for them and a potential Switch 2 will dry up before it really starts.

Devs would have to build lower than, PC low settings assets, on top of dropping the resolutions down to 720p - 900p in a lot of cases, cut effects, build lower pre-baked lighting settings, reduce texture packs from 4K and possibly Full HD options to 720p assets (game file size), vastly different storage options and speeds, and framerates being cut in half. That's too much for a lot of developers to even bother with especially when their game is likely to perform significantly worse based on most 3rd party sales.

Destiny10801479d ago

The switch couldn't handle the "options" menu of a ps5 game

RosweeSon1479d ago

Clearly it’s not gonna be running GTA6 etc but these guys obviously think otherwise. Luckytrouble suggesting series x games won’t run well that’s not true Xbox are making their games run on a base XB1 from 7? Years ago switch came out a few years after that sure didn’t go for power but think it’ll manage a few. Just not the top end AAA stuff.

Smclaren19851478d ago

Yes but eventually they will be series x and ps5 only

TrueMetal1478d ago

GTA6 will likely be cross gen the same way GTA5 was. As much as I would love for GTA6 to be PC and next gen only, the install base is so high for current gen that Rockstar would be leaving a lot of money on the table. Unless GTA6 is still years away.

Zeref1479d ago (Edited 1479d ago )

Some games will be able to run on it.

The_Sage1479d ago

Yeah... Like chess, or pinball. I kid. I kid.

sampsonon1478d ago

when is Nntendo going to create games that people actually want to play? i mean this way people don't have to steal ps5 games. It's not like they can play any AAA games n that garbage console.

RosweeSon1478d ago

Thank you. The comment saying yes but eventually they be x series and ps5 yeah of course there will also be a follow up to switch 🤷🏻‍♂️😜 ✌🏻

NitendoPowa1479d ago (Edited 1479d ago )

And your brain couldn't handle the "option" to think logically

The_Sage1479d ago

You're dangerously close to getting the inappropriate ban for personal attack. Trust me, I know. I'm just trying to help

King_Noctis1479d ago

“ Virtuos intends to port PS5 and Xbox Series X games to Switch”

Who should I believe, you or the devs themselves?

The_Sage1479d ago

What devs?... Porters are not developers.

King_Noctis1479d ago

Porters are not devs? So what are they then? Football player?

Ulf1479d ago (Edited 1479d ago )

"Porters" ARE developers, but the guy who said this was almost certainly a businessman, who is NOT a developer, per se. Businessmen love to talk big, and out of the wrong end, because they know no one will care later on -- they just want the PR today.

The_Sage1478d ago (Edited 1478d ago )

If you are porting you are not developing. I don't consider a cover band to be composers. To take something that exists and adapt it is not development.

King_Noctis1478d ago (Edited 1478d ago )

“ If you are porting you are not developing”

And you think porting a game involves zero line of code? No programming or tweaking skill needed? Those “porters” just compress the game, put in into a cartridge, and the game magically run on the Switch?

Right...

VariantAEC1473d ago

@The_Sage
"If you are porting you are not developing. I don't consider a cover band to be composers. To take something that exists and adapt it is not development."

So if someone sings someone else's song well they're not singers?
Teams that port content don't just magically drag and drop a games file contents into another system and it works fine... They have to make new software, write new code or interpreters or design workarounds if any exotic hardware features were used. The port of Doom 64 required basically all the above... But it's just a port so obviously no developers were needed, right?

+ Show (3) more repliesLast reply 1473d ago
Tross1479d ago

I'm assuming they're not talking AAA games. Maybe basic indie titles? It would have to be.

Segata1479d ago

I remember a COD dev said Wii could not run MW menu. Later CoDs were ported to Wii. Hell a fan remade all of FF7 on Famicom.

+ Show (5) more repliesLast reply 1473d ago
luckytrouble1479d ago

Although a nice thought, the Series X and PS5 will be operating on a level far, far beyond what the Switch can handle even with down porting. You all around here sat there patting the team on the back that managed to get Witcher 3 on the Switch, and that game was already several years old and basically had to be ported at the equivalent of low settings on PC.

The more advanced you get, the tougher it gets to downport in a competent fashion. Eventually you have to start cutting so many corners that even if you can have the claim to fame of getting the game running, it will be so vastly inferior to its counterparts that only someone truly desperate for a mobile iteration would spend their time on it.

If you need an example of how rough porting a game newer than Witcher 3 can get, just look at Bethesda's efforts in bringing their more recent games to Switch. Do they run okay? Sure. Look alright? If you aren't too picky, I suppose. Would someone with the option willingly take the Switch version over any other version? Generally that's a firm no. As the power gap continues to widen, even Bethesda is eventually going to give up, and Nintendo will either need to get back into playing the power game or give up on major third party support altogether.

Zeref1479d ago (Edited 1479d ago )

Equivalent to low settings would be generous.

Some games will definitely be able to run. But don't expect the next Witcher to run on it.

hiawa231479d ago

That is great news. Put the games on all platforms. Tone them down to run on each platform as good as possible and that is best for all gamers and Nintendo has done such a great job with the Switch it deserves to keep getting 3rd party support. That is best for the industry and gamers.

Kumakai1479d ago

Brutal. The disparities are about to get 10x wider than they already are.

Show all comments (49)
30°

Former WipEout Devs at Starlight Games Announce Futuristic Sports Title, House of Golf 2 and More

A new studio based in Liverpool called Starlight Games is developing a futuristic sports title and is headed by the co-creator of WipEout.

300°

Starfield Highlights a Major Problem With the AAA Game Industry

Video games -- particularly AAA video games -- have become too expensive to make. The intel from every fly on the wall in every investor's room is there is an increasing level of caution about spending hundreds of millions just to release a single video game. And you can't blame them. Many AAA game budgets mean that you can print hundreds of millions in revenue, and not even turn a profit. If you are an investor, quite frankly, there are many easier ways to make a buck. AAA games have always been expensive to make though, but when did we go from expensive, to too expensive? A decade ago, AAA games were still expensive to make, but fears of "sustainability" didn't keep every CEO up at night. Consumer expectations and demands no doubt play a role in this, but more and more games are also revealing obvious signs of resource mismanagement, evident by development teams and budgets spiraling out of control with sometimes nothing substantial to show for it.

Read Full Story >>
comicbook.com
franwex3d ago

It’s a question that I’ve pondered myself too. How are these developers spending this much money? Also, like the article stated, I cannot tell where it’s even going. Perfect example was used with Starfield and Spiderman 2.

They claim they have to increase prices due to development costs exploding. Okay? Well, I’m finding myself spending less and less money on games than before due to the quality actually going down. With a few recent exceptions games are getting worse.

I thought these newer consoles and game engines are easier-therefore-cheaper to make games than previous ones. What has happened? Was it over hiring after the pandemic, like other tech companies?

MrBaskerville3d ago (Edited 3d ago )

Costs quite a bit to maintain a team of 700+ employees. Which is what it takes to create something with state of the art fidelity and scope. Just imagine how many 3D artists you'd need to create the plethora of 3D objects in a AAA game. There's so much stuff and each asset takes time and effort.

That's atleast one of the things that didn't get easier. Also coding all the systems and creating all the character models with animations and everything. Animations alone is a huge thing because games are expected to be so detailed.

Back in the day a God of War type game was a 12 hour adventure with small levels, now it has to be this 40+ hours of stuff. Obviously it didn't have to be this way of AAA publishers hadn't convinced themselves that it's an arms race. Games probably didn't need to be this bloated and they probably didn't need to be cutting edge in fidelity.

franwex3d ago (Edited 3d ago )

Starfield’s animation and character models look like they are from Oblivion, a game that came out about 20 years ago. I cannot tell the difference between Spider-Man 2 and the first one at first glance. It’s been a joke in some YouTube channels.

Seven hundred people for 1 game? Make 7 games with 100 people instead. I think recent games have proven that it’s okay to have AA games, such as Hell Divers 2.

I guess I’m a bit jaded with the industry and where things are headed. Solutions seem obvious and easy, but maybe they aren’t.

MrBaskerville2d ago (Edited 2d ago )

@franwex
I'm not talking about Starfield.

And I'm not advocating for these behemoth productions. I think shorter development time and smaller teams would lead to better and more varied games. I want that, even if that means that we have to scale things down quite a bit.

Take something like The Last of Us 2. The amount of custom content is ridiculous if you break it down. It's no wonder they have huge teams of animators and modellers. And just to make things worse, each animated detail requires coding as well.

Just to add to animation work. It can take up to a week to make detailed walking animations. A lot of these tend to vary between character types. And then you need to do every other type of animation as well which is a task that scales quickly depending on how detailed the game is. And that's just a small aspect of AAA development. Each level might require several level designers who only do blockouts. Enviroment artists that setdress and lighting artists that work solely on lighting. Level needs scripting and testing. Each of these tasks takes a long ass time if the game is striving for realism.

Personally I prefer working on games where one level designer can do all aspects. But that's almost exclusively in indie and minor productions. It gets bloated fast.

Yui_Suzumiya2d ago

Then there's Doki Doki Literature Club which took one person to make along with a character designer and background designer and it's absolutely brilliant.

Cacabunga2d ago

Simply because they want you to believe it’s so expensive to develop a game that they must turn into other practices like releasing games unfinished, micro transactions and in the long run adopt the gaas model in all games..

thorstein2d ago

I think game budgets are falsely inflated for tax purposes.

Just look at Godzilla Minus One. It cost less that 15 million.

If they include CEO salary and bonuses on every game and the CEO takes a 20 million dollar bonus every year for the 4 years of dev time, that's 80 million the company can claim went to "making" the game.

esherwood2d ago

Yep and clogged with a bunch of corporate bs that has nothing to do with making good video games. Like diversity coordinators gender specialists. Like most jobs you have 20-30% of the workforce doing 80% of the work

FinalFantasyFanatic2d ago

I honestly think this is where a large portion of the budget goes, a significant portion to the CEO, then another large portion to the "Consultancy" group they hire. The rest can be explained by too much ambition in scope for their game, or being too inefficient with their resources available, then you have whatever is left for meaningful development.

rippermcrip2d ago

Who is upvoting this shit? They are counting a CEOs $20 million dollars 4 times for tax purposes? You have zero comprehension of how taxes work.

-Foxtrot2d ago

Spiderman 2 is so weird because the budget is insane yet I don't see it when playing

Yeah it's decent, refined gameplay, graphics and the like from the first game but it's very short, there's apparently a lot cut from it thanks to the insight from the Insomniac leak and the story was just not that good compared to the first so where the hell did all that money go to.

Even fixes to suits, bugs to wrinkle out and a New Game Plus mode took months to come out

Put it this way, the New Game Plus took as long to come out as the first games very first story DLC

FinalFantasyFanatic2d ago

I don't see it either, you have a good portion of the game already made if you reuse as much as you can for the first game, and based on the developer interviews, there was a lot of stuff they didn't implement. They also hired that one, currently infamous consultancy group, despite all this, I can't see how they spent more than twice as much money making the sequel.

Profchaos2d ago

There's so much more at play now compared to 20 or 30 years ago.

Yes tools have matured they are easier than ever to use we are no longer limited and more universal however gamers demand more.

Making a game like banjo Kazooie vs GTA vi and as amazing as banjo was in its day its quite dated an unacceptable for a game released today to look and run like that.

Games now have complex weather systems that take months to program by all accounts GTA vi will feature a hurricane system unlike anything we've ever seen building that takes so much work months and months.

In addition development teams are now huge and that's where a lot of the costs stem from the manpower requirement of modern games can be in the hundreds and given the length of time they spend making these games add up to so much more to produce.

Art is also a huge are where pixel art gave way to working with polygons and varying levels of detail based on camera location we are now in the realm of HD assets where any slight imperfections stand out like a sore thing vs the PS2 era where artwork could be murky and it was fine this takes time.

Tldr the scope of modern games has gone nuts gamers demand everything be phenomenal and crafting this takes a long time by far bigger studios.

We can still rely on indies to makes smaller scope reasonably priced games like RoboCop rouge city but AAA studios seem reluctant to re scope from masterpieces to just fun games

Mulando2d ago

In case of Spiderman license costs were also a big chunk. And then there is the marketing, that exploded over time and is mostly higher than actual development costs.

blacktiger1d 22h ago

All lies and top industries owns by elite and lying to shareholders that these are the expensive and getting expensive.

+ Show (4) more repliesLast reply 1d 22h ago
raWfodog3d ago

I believe that it is due to this unsustainable rise in production costs that more and more companies are looking to AI tools to help ‘lower’ costs.

northpaws2d ago

The use of AI is all about greed, even for companies that are sustainable, they would use AI because it saves them money.

Nooderus2d ago

Is saving money inherently greedy behavior?

northpaws1d 17h ago

@Nooderus

It is if they don't care about the employees who made them all those money in the first place. Replace them with AI just so the higher ups can get a bigger bonus.

FinalFantasyFanatic2d ago

I don't believe we'll get better or more complete games, the savings will just get pocketed by the wrong people, I wish it wouldn't, but I don't have a lot of faith in these bigger companies.

KyRo3d ago

I genuinely believe it's mismanagement. Why are we seeing an influx of one person or games with a team no bigger than 10 create whole games with little to no budget? Unreal Engine 5 and I'm sure many other engines have plugins that have streamlined to many things you would have had to create and code back in the day.

For instance, before the cull, there were 3000 Devs working on COD alone. I'm a COD player but let's be real, there's been no innovation since 2019s MW. What exactly are those Devs doing? Even more so when so much of the new games are using recycled content

Sciurus_vulgaris2d ago

I also think higher up leads may simply demand more based on the IP they are working on. This could explain why COD costs so much to develop.

Tody_ZA2d ago (Edited 2d ago )

I've stated this in many other articles, but corporate greed, mismanagement and bloat and failing to understand the target audience and misaligned sales expectations as a result are the big reasons for these failures.

You'll see it in the way devs and publishers speak, every sequel needs to be "three times the size" of its predecessor, with hundreds of employees and over-indulgence. Wasted resources on the illusion of scale and scope. Misguided notions that if your budget balloons to three times that of the previous game you'll make three times the sales.

Compare the natural progression of games like Assassin's Creed 1 to 2 or Batman Arkham Asylum to City or Witcher 2 to Witcher 3 or God of War remake to Ragnarok and countless others. How is it that From Software continues to release successful games? Why don't we hear these excuses from Larian? These were games made by developers with a vision, passion and desire to improve their game in meaningful ways.

Then look at Suicide Squad Kill the Franchise and how it bloats well beyond its expected completion date and alienates its audience and middle fingers its purchasing power by wrapping a single player game in GAAS. Look at Starfield compared to Skyrim. Why couldn't Starfield have 5-10 carefully developed worlds with well written stories and focus? Why did it need all this bloat and excess that adds nothing to the quality of the game? How can No Man's Sky succeed where Starfield fails? Look at Mass Effect Andromeda compared to Mass Effect 3. Years of development and millions in cost to produce that mediocre fodder.

The narrative they want you to believe is that game budgets of triple A games are unsustainable, but it's typical corporate rubbish where they create the problem and then charge you more and dilute the quality of their games in favour of monetisation to solve it.

Tody_ZA2d ago

Obviously didn't mean God of War "remake", meant 2018.

Chocoburger2d ago

Indeed, here's a good example, Assassin's Creed 1 had a budget of 10 million dollars. Very reasonable. Assassin's Creed IV: Black Flag had a budget of 100 million dollars, within the same console generation! Even though BF was released on more systems, its still such a massive leap in production costs.

So you ask why they're making their games so big, well the reason is actually because of micro-trash-actions. Even single player games are featured with in-game stores packed with cosmetics, equipment upgrades, resources upgrades, or whatever other rubbish. The reason why games are so bloated and long, artificially extending the length of the game is because they know that the longer a person plays a game (which they refer to as "player engagement"), the more likely they are to eventually head into the micro-trash-action store and purchase something.

That is their goal, so they force the developers to make massive game maps, pack it boring filler, and then intentionally slow down your progress through experience points, skill points, and high level enemies that are over powered until you waste hours of your life grinding away to finally progress.

A person on reddit made a decent post about AC: Origins encouraging people towards spending more money.
https://www.reddit.com/r/pc...

I've lost interest in these types of games, because the publisher has intentionally gone out of their way to make their game boring in order to try and make more money out of me. NOPE!

Tody_ZA2d ago (Edited 2d ago )

@Chocoburger That's exactly right, nail hit on head. But this phenomenon doesn't just apply to the gaming industry. Hollywood is just as guilty of self destructive behaviour, if you look at the massive fall of Disney in both Star Wars and Marvel.

Even their success stories are questionable. Deadpool 1 had a tiny budget of $58 million but was a massive success with a box office of $780 million. The corporate greed machine then says "more!" and the budget grows to $110 million, but what does the box office do? It doesn't suddenly double, because the audience certainly didn't double for this kind of movie. The box office is more or less the same. Is Deadpool 2 twice as good as the first? Arguably not, its just as good, or maybe a bit better. It's production values are certainly higher. I wonder what the budget of Deadpool x Wolverine will be.

Joker had a budget of $50 to $70 million, and was the greatest R rated success in history, and now its sequel has a budget of $200 million!!! Do they think the box office is going to quadruple?? Are movies unsustainable now?

My argument is that obviously we want bigger and better, but that doesn't mean an insane escalation in costs beyond what the product is reasonably expected to sell. There needs to be reasonable progression. That's the problem. Marvel took years and a number of movies to craft the success of Avengers. Compare that to what DC did from Man of Steel...

Back to games, you are exactly correct. They drown development resources and costs into building these monetisation models into the game, but you can't just tack them onto the game, you have to design reasons for them to exist and motivations for players to use them, which means bloat and excess and time wasting mechanics and in-game currencies and padding and all sorts of crap instead of a focused single player experience.

anast2d ago

Greed from everyone involved including game reviewers, which are the greedy little goblins that help the lords screw over the gaming landscape.

Show all comments (56)
40°

The Pokémon Center Re-Releases Its Van Gogh Goods – And Sells Out Most in Under 24 Hours

Seven months after its infamous launch, the Van Gogh Museum is restocking its popular Pokémon collaboration items -- and selling out fast.