Unreal Engine 4.15 update adds support for Nintendo Switch

Hey guys what's going on in this thre-

Well duh Indies dont use ue4 that much its about Unity all around and i still see no support for Unity . What a joke. All third party games nearly have their own engines unlike lastgen. There are one handful games somehow decent on ue4(maybe less)

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Yeah the thing to clarify for people who seem confused. UE4 support has been in for awhile it just was not accessible for everyone. It required specific SDK. This is unreal opening up Switch access to the wider community who while they may not have devkit access due to Nintendo doing its thing right now can at least start tinkering
 
Yeah the thing to clarify for people who seem confused. UE4 support has been in for awhile it just was not accessible for everyone. It required specific SDK. This is unreal opening up Switch access to the wider community who while they may not have devkit access due to Nintendo doing its thing right now can at least start tinkering
Hmm. Does this mean that a wider community outside of NDA'ed devs can now get more info on Switch development?
 
Hmm. Does this mean that a wider community outside of NDA'ed devs can now get more info on Switch development?

That's what I'm wondering. Like, if I take one of my (barely existent) projects and make a Switch build and then compare that to a PS4 build, will that give us any information? I'm thinking no, not without a devkit, but maybe someone else might know?
 
This thread seems like positive news until like like most other Switch threads, makes it seems all doom and gloom. Something seemingly great always turn into real bad stuff for Switch. Why are so many Gaffers so inclined to see the Switch fail? Competition is always healthy.
 
I see that this was posted in Unreal's 4.15 Release Notes:

"Platform-specific release notes for PS4, XBoxOne, and Switch are available in the forums and UDN for approved console developers."


Perhaps some approved console developer can check that out and see is there is something interesting there.
 
I see that this was posted in Unreal's 4.15 Release Notes:

"Platform-specific release notes for PS4, XBoxOne, and Switch are available in the forums and UDN for approved console developers."


Perhaps some approved console developer can check that out and see is there is something interesting there.

The Switch stuff is under NDA which is why they specify approved developers can see them. When Nintendo opens up their developer platform to the public for switch then Unreal may open up further.
 
Still would like to see Cryengine 5 become official next year. They'll be waiting since the Wii U didn't amount to much in spite of early support.
 
This thread seems like positive news until like like most other Switch threads, makes it seems all doom and gloom. Something seemingly great always turn into real bad stuff for Switch. Why are so many Gaffers so inclined to see the Switch fail? Competition is always healthy.
Agree, every Switch thread is full of shitposting without any consequence. That shit needs to stop.
 
The Switch stuff is under NDA which is why they specify approved developers can see them. When Nintendo opens up their developer platform to the public for switch then Unreal may open up further.

That is disappointing, but that makes sense. I had doubts that getting new information will be that simple

Wait, are you sure about that? For it to be closer to XB1 than Wii U, it would have to be about 750+ GFLOPS.

There are several factors to look into when comparing the GFLOPS number with the Switch.

1) There is a FLOP efficiency difference between the GCN cores that the PS4/XB1 has and NVidia's cores. I believe it is beyond a 33% difference.

2) The Switch's GPU has a 2x FP16 feature that can help narrow the powerlevel gap to the XB1 with proper optimization. If Switch's GPU is clocked in at Eurogamer's clockspeed with 393 GFLOPS, using mixed precision with 70% of the code using FP16 would effectively put the performance at 668.1 GFLOPS.

With heavy use of FP16, the Switch performance may be able to reach beyond 50% of the XB1. UE4 already heavily takes advantage of FP16 for mobile development, so the engine for the Switch will be a good fit.
 
That is disappointing, but that makes sense. I had doubts that getting new information will be that simple



There are several factors to look into when comparing the GFLOPS number with the Switch.

1) There is a FLOP efficiency difference between the GCN cores that the PS4/XB1 has and NVidia's cores. I believe it is beyond a 33% difference.

2) The Switch's GPU has a 2x FP16 feature that can help narrow the powerlevel gap to the XB1 with proper optimization. If Switch's GPU is clocked in at Eurogamer's clockspeed with 393 GFLOPS, using mixed precision with 70% of the code using FP16 would effectively put the performance at 668.1 GFLOPS.

With heavy use of FP16, the Switch performance may be able to reach beyond 50% of the XB1. UE4 already heavily takes advantage of FP16 for mobile development, so the engine for the Switch will be a good fit.

Yet the console still can't do Mario Kart 8 in 4 player at 60fps, or do Zelda at anything better than 900P yet you're claiming that's that much faster than the Wii U.

Your numbers don't match the performance we are seeing from the console.
 
That is disappointing, but that makes sense. I had doubts that getting new information will be that simple



There are several factors to look into when comparing the GFLOPS number with the Switch.

1) There is a FLOP efficiency difference between the GCN cores that the PS4/XB1 has and NVidia's cores. I believe it is beyond a 33% difference.

2) The Switch's GPU has a 2x FP16 feature that can help narrow the powerlevel gap to the XB1 with proper optimization. If Switch's GPU is clocked in at Eurogamer's clockspeed with 393 GFLOPS, using mixed precision with 70% of the code using FP16 would effectively put the performance at 668.1 GFLOPS.

With heavy use of FP16, the Switch performance may be able to reach beyond 50% of the XB1. UE4 already heavily takes advantage of FP16 for mobile development, so the engine for the Switch will be a good fit.

What we got from the previous thread

M3d10n said:
I decided to look at the file in the master branch and... Wolf, WolfSea and WolfAir all got renamed to Switch, SwitchConsole and SwitchHandheld, respectively! My hunch was right, LOL!

Here are the settings:

Code:

[Switch DeviceProfile]
+CVars=sg.ViewDistanceQuality=2
+CVars=sg.AntiAliasingQuality=2
+CVars=sg.ShadowQuality=2
+CVars=sg.PostProcessQuality=2
+CVars=sg.TextureQuality=2
+CVars=sg.EffectsQuality=2
+CVars=r.ScreenPercentage=100

[SwitchConsole DeviceProfile]
DeviceType=Switch
BaseProfileName=Switch


[SwitchHandheld DeviceProfile]
DeviceType=Switch
BaseProfileName=Switch
+CVars=sg.ViewDistanceQuality=1
+CVars=sg.AntiAliasingQuality=1
+CVars=sg.ShadowQuality=1
+CVars=sg.PostProcessQuality=1
+CVars=sg.TextureQuality=1
+CVars=sg.EffectsQuality=1
+CVars=r.ScreenPercentage=66
Now, detailing those settings would take a while (the "sg" settings are actually triggers for scalability setting groups specified in BaseScalability.ini, which you can read here: http://pastebin.com/Vh25Lpzm).

Anyway, the SwitchConsole settings are a notch lower than the UE4 defaults used on PC, PS4 and XB1. They probably serve as a good starting point to get a PS4/XB1 UE4 game to run acceptably on the Switch.

It's measure 0 to 3 with 0 being low, 1 being med, 2 being high and 3 being epic.
 
Yet the console still can't do Mario Kart 8 in 4 player at 60fps, or do Zelda at anything better than 900P yet you're claiming that's that much faster than the Wii U.

Your numbers don't match the performance we are seeing from the console.
Yeah, it can only do 4 players splitscreen @1080p 30fps. A pity.

How many 4 players 1080p 30fps, let alone 60fps, on other consoles?
 
I guess that's why it doesn't have many games yet - talk about taking there time.

The console also, ya know, is not even out yet. Switch has zero games, sad!

But seriously, this is UE4 support for all UE4 devs, rather than just the ones with SDKs or devkits.
 
Yet the console still can't do Mario Kart 8 in 4 player at 60fps, or do Zelda at anything better than 900P yet you're claiming that's that much faster than the Wii U.

Your numbers don't match the performance we are seeing from the console.

Rushed First generation switch ports of mature generation Wii U games
 
Yet the console still can't do Mario Kart 8 in 4 player at 60fps, or do Zelda at anything better than 900P yet you're claiming that's that much faster than the Wii U.

Your numbers don't match the performance we are seeing from the console.

Launch and first year games rarely do. I doubt Zelda, in particular, is using the full power of the system effectively compared to latter titles.

What we got from the previous thread



It's measure 0 to 3 with 0 being low, 1 being med, 2 being high and 3 being epic.
I remember that. That was a good thread, but I was hoping if we can find more. :P
 
What we got from the previous thread



It's measure 0 to 3 with 0 being low, 1 being med, 2 being high and 3 being epic.

that's amazing if true, SFV runs almost all settings in mid for PS4 version, AO for some reason draws at half the resolution of the game, and some effects like little motion blur effects are present in console despite being absent in mid settings on pc, but is not as a heavy motion blur like the present in high settings for pc version
 
I would totally be up for some Unreal Tournament on the Switch! With gyro aiming that should make it somewhat playable hah. If no one wants to take a crack at an arena shooter for the Switch, I might ...
 
I would totally be up for some Unreal Tournament on the Switch! With gyro aiming that should make it somewhat playable hah. If no one wants to take a crack at an arena shooter for the Switch, I might ...

I think it would also be the first FPS on Switch to begin with. May as well be the first!
 
Unreal Engine 4 support is great. The engine is easy to work with and quite deep so you have many options in how you want your game to operate. I am not particularly fond of the default lighting settings however, they work in my opinion only for a few genres/artstyles. But it's no big deal really considering it's not too difficult to customize.

It's going to be exciting to see how developers utilize the engine.
 
Please, some of you need to just stop. Take a break from GAF. This is turning into a contest for who can say the most ignorant, embarassingly uninformed statement

Lol, I was literally going to comment on this very matter. I only just scanned the first 2 pages (barrin your post on page 3), and I'm already here sitting here with the most bewildered look on my face. Just...wow!

I mean, how can people frequent this forum so often and still be this damn cluless about the things they are so fervently vocal about? Good gosh!
 
you make it sound like publishers hate money.

If you've seen some of the decisions they've made over the past several years, yeah, some of them actually do. I've just grown to accept this.

God, people are still really bitter about the Wii generation aren't they

Yep.

Agree, every Switch thread is full of shitposting without any consequence. That shit needs to stop.

Hi there. It seems that the Switch is the first Nintendo console you've been interested in since the GameCube / ever. As such, it's my unfortunate obligation to tell you that this shit will never stop. EVER. And you should stop hoping for it to. It hasn't changed in over 10 years, it's not going to change now.

I guess that's why it doesn't have many games yet - talk about taking there time.

I've seen Saran wrap that's less transparent than you.
 
If the machine really was 2-4 times the power of the Wii U when docked, rushed or not we'd be seeing bigger performance increases than we are seeing.

MK8 going from 720p 59FPS to 1080p 60fps is over a 2.25x increase in GPU power alone. We know it has 3.25x as much RAM available for games too.
 
Yet the console still can't do Mario Kart 8 in 4 player at 60fps, or do Zelda at anything better than 900P yet you're claiming that's that much faster than the Wii U.

Your numbers don't match the performance we are seeing from the console.
MK8 is still 30 FPS at 4 players, but you do realise that the game ran at 720p on the Wii U right?

It's 1080p60FPS 1/2 players, 1080p30FPS 3/4 players on Switch, vs 720p60FPS 1/2 players, 720p30FPS 3/4 players on Wii U.

I know some people claim MK8 runs at 1080p on Wii U, but that's a lie. It's 1280x720.
 
If the machine really was 2-4 times the power of the Wii U when docked, rushed or not we'd be seeing bigger performance increases than we are seeing.

If it is what was on that leaked spec sheet it is minimally 2x stronger than the WiiU docked without accounting for anything atchitecture wise. The flops are more than double and the CPU is just flat out better. Dunno what to tell ya man.
 
I see that this was posted in Unreal's 4.15 Release Notes:

"Platform-specific release notes for PS4, XBoxOne, and Switch are available in the forums and UDN for approved console developers."


Perhaps some approved console developer can check that out and see is there is something interesting there.

Woudnt it be an NDA for that stuff?

Yet the console still can't do Mario Kart 8 in 4 player at 60fps, or do Zelda at anything better than 900P yet you're claiming that's that much faster than the Wii U.

Your numbers don't match the performance we are seeing from the console.

Words such as "much", "a lot" etc are relative. MK got a boost from 720p to 1080p, and Zelda got a solid performance and draw distance boost in addition to increased resolution.

These are also extremely highly optimised ground up Wii U games, the Switch versions are probably nowhere near as adapted to the hardware as the Wii U versions.

Nobody is saying its a PS3 to PS4 increase in hardware, but its still a solid upgrade.
 
If the machine really was 2-4 times the power of the Wii U when docked, rushed or not we'd be seeing bigger performance increases than we are seeing.
Guess that ps4 is less than 4x stronger than ps3 then, seeing how it can't even manage to run TLOU in 1080p 60fps, and needs shit textures to target that frame rate
 
Yet the console still can't do Mario Kart 8 in 4 player at 60fps, or do Zelda at anything better than 900P yet you're claiming that's that much faster than the Wii U.

Your numbers don't match the performance we are seeing from the console.

Yeah, the fact that Switch has a game which doesn't run at 1080p/60fps in four-player split screen definitely means it's underpowered compared to PS4 and XBO, what with all the 1080p/60fps four-player split screen games they have. Oh, wait...

Edit: As I'm on the top of the page I should probably be a bit more constructive with my post. It's good to see Switch support officially integrated into UE4. As others have said, there's obviously been some kind of fork for Switch devs up to this point, but now that it's properly integrated into the standard build of the engine it should hopefully encourage some more devs who use UE4 (particularly indies) to look into Switch support for their games.
 
Yet the console still can't do Mario Kart 8 in 4 player at 60fps, or do Zelda at anything better than 900P yet you're claiming that's that much faster than the Wii U.

Your numbers don't match the performance we are seeing from the console.

If the machine really was 2-4 times the power of the Wii U when docked, rushed or not we'd be seeing bigger performance increases than we are seeing.

Hey dude, your fanboy is showing

They were optimized for specific hardware and ported to new hardware in around 6 months in the case of TLOU, it's not easy porting something that was optimized specifically for one set of hardware to a completely different set of hardware.

Games written from the ground up for the PS4/XB1 will perform better.
 
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