Redneckerz
Those long posts don't cover that red neck boy
Thought Doom Eternal Switch was a passing station? Digital Foundry returns with almost an hour (!) of juicy info on what brought the Nintendo Switch port of Doom Eternal to reality.
What's discussed: (Ballpoints)
It's the interview we've been waiting years to do! Just how is it possible to get games like Doom Eternal ported over to Nintendo Switch? What does it take to make an 'impossible port' like this a reality? John @dark10x Linneman talks with Panic Button Lead Engineer Travis Archer and id Software's Lead Engine Programmer Billy Khan to talk all things Switch and id Tech!
What's discussed: (Ballpoints)
- Why mesh detail is at the highest grade
- Why cutscenes run at 20 FPS
- Why motion blur was removed from the game
- How the rendering backend works compared to other platforms like PC and last-gen consoles (Level-of-detail changes, culling, shadows, the works)
- What scenes proved the most troublesome for Panic Button
- Some good advice on how developers see their games and how players see it
- What Panic Button/iD Software want to see from a possible Switch 2
- Why Panic Button has what appears to be some kind of Doom branded battery or bar
- And lastly, some perspectives on working from home during the current COVID-19 pandemic