- #Burnout paradise switch portable
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Stellar also dug into Nvidia's shader core for GPU optimisations.
#Burnout paradise switch code
CPU code was radically optimised for improved performance, with support added to leverage the accelerated Neon instructions for the ARM architecture.
#Burnout paradise switch ps3
It's worth remembering that for their time, Xbox 360 and PS3 were 3.2GHz multi-core CPU juggernauts - meaning that a direct port of the original code to Switch's three available 1.0GHz ARM cores wasn't going to cut the mustard. Adapting to the GPU and particularly the CPU constraints on Switch was also problematic. Compression, decompression and general streaming is a challenge for the processor, especially considering its somewhat limited memory bandwidth. To get this working on Switch's Tegra X1 chipset involved some major optimisation work. And of course, this is the Switch's stock in trade, its unique selling point.
#Burnout paradise switch portable
I do think that mobile play is the biggest revelation: Burnout Paradise has a uniquely pick-up-and go play style that fits the rhythm of portable use. Still, this was my first impression of the Switch conversion and, while there are still these visible jagged edges, it is a clearer picture thanks to less scaling overall. Again though this has a similar issue with artefacting as docked play, in motion, that can create more obvious pixellation on portions of the frame.
The good news is that portable play runs at 1280x720 to match the system display. Just don't expect a perfectly clean image at all times on a TV - you're far better off with other versions for that. Still, at usual racing pace the game looks as great as ever, especially with a touch of motion blur to the screen's edges.
#Burnout paradise switch Ps4
Combined with inferior anti-aliasing, image quality takes a sizeable hit from the PS4 build: any elements with fine sub-pixel detailing like fences or dangling power lines overhead tend to break up visibly at range - which isn't great when blown up on a big TV. When docked to your TV, Switch delivers a native 1600x900 resolution overall, though it must be said, higher-than-expected levels of pixellation can be seen in parts of the image - artefacts more present in motion. Necessarily, the turnout on Switch is a little different. In terms of image quality specifics, PS4 and Xbox One ran the remaster at 1080p60, backed up by 2x EQAA - an AMD-specific anti-aliasing technique similar to multi-sampling.
As far as making specific use of Switch features, it boils down to solid HD rumble support on the joy-cons, plus the ability to navigate the map with a pinch and pull system while gaming in mobile mode. The star of the show remains Paradise City itself: from the busy sprawl of Downtown with its billboard ramps and monuments to Big Surf Island's wilder course layouts. Still, the single-player experience is in focus and you get all online challenges too. All eight DLC packs are included within the game's 4GB footprint and there's eight-player online gaming support too - though sadly in my experience, the servers haven't yet been busy enough to stress-test this part of the package. But just how close to the 60fps target does the remaster get? And what key visual feature set are we getting on Switch: Stellar's own remastered assets as seen on PC, PS4 and Xbox One? Or perhaps the PlayStation 3 and Xbox 360 originals?įirst up, it's worth pointing out that in common with the other remasters, this package is content-complete. The good news is that the port to Switch sees developer Stellar Entertainment aiming to deliver the same experience - no mean feat considering how CPU-heavy its original open world design is. Some might say that if it's not 60fps, it's not Burnout. Having smooth, 60Hz feedback is a core tenet of the Burnout series, going right back to the original game on PlayStation 2. In the world of Burnout Paradise, running at 60 frames per second means everything.