Digital Foundry : Star Wars Outlaws Switch 2

Buggy Loop

Gold Member


Oh boy, here we go

Anticipation Popcorn GIF
 
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Cyberpunk 2077 was impressive on Switch 2 but Ubisoft Red Lynx and Ubisoft Massive take things a step forward with a hugely impressive port of Star Wars Outlaws for Switch 2. Hardware-accelerated RT, DLSS, high output resolutions, solid performance - this is the most impressive demonstration of Switch 2 technology we've yet seen. Oh, and it's a fantastic game too.

00:00 Overview
00:37 Switch 2 visual settings
05:22 Image quality and performance
08:43 Handheld mode
10:52 Analysis and conclusion
 
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Nintendo going with Nvidia is once again paying off... this wouldn't have been possible on a similarly specced AMD GPU.

also Snowdrop showing that their compromised and highly downgraded RT on Switch 2 is still comparable to how Lumen looks on high end hardware is funny as hell 🤣
 
Nintendo going with Nvidia is once again paying off... this wouldn't have been possible on a similarly specced AMD GPU.

also Snowdrop showing that their compromised and highly downgraded RT on Switch 2 is still comparable to how Lumen looks on high end hardware is funny as hell 🤣
You're the Gamer79 to Unreal
 
Nintendo going with Nvidia is once again paying off... this wouldn't have been possible on a similarly specced AMD GPU.

also Snowdrop showing that their compromised and highly downgraded RT on Switch 2 is still comparable to how Lumen looks on high end hardware is funny as hell 🤣

Do you consider Snowdrop's RTGI superior to Id Tech's RTGI?
 
- Fair number of cutbacks on Switch but retains Ray Tracing effects
- RTGI is present but shows more noise in lighting coverage (compared to Series S0
- Noise is present on all consoles but Switch 2 is more coarser than the others

- In one tested instance, Switch 2 actually has an additional shadow under an item that Series S doesn't.
- In some instances there's also 'specular superiority' with more reflection coverage on Switch 2
- Some places show underside of metallic surfaces on NS2 that aren't absent on Series S (but are on SX Performance mode)
- The resolution of the RT reflections takes a hit compared to other consoles
- Shadows are blurrier and blockier with hair and clothing lacking self shadows in cutscenes
- Volumetric lighting and fog is cut back compared to other consoles too
- 'All kinds of tweaks' in various places in the game observed

- NS2 version is 20GB, less than 1/3rd of the other console versions
- Few differences in major story mission locations but more observed in general city traversals

- IQ is mostly solid, using DLSS with dynamic resolution scaling around 720p, with an output of 1440p
- Series S, by comparison, operates at 720p to 1080p with 1440p output using FSR
- Series S seems more temporally stable but has more tell-tale FSR fizzle not seen in NS2
- IQ favors Series S but closer match than DF expected

- Performance is 'remarkably consistent' at 30fps without any frame pacing issues
- An isolated frame drop or two seen at worst and some cut-scenes can show a single drop at camera cuts
- Series S's 30fps ran with frame pacing issue and showed a couple of extra drops comparatively

- NS2 version has a few additional issues, DF noted a crash or two and some settings like lens distortion and film grain etc not sticking
- On another test, DF noted an issue with a longer save time start showing a lot of extra pop-in that a fresh save didn't.
- DF not sure if it happens across the entire game world but noted the issue in multiple places

- Handheld:
- Resolution is 540p with 1080p final output using DLSS
- Draw distance and LoD takes a hit with awkward looking pop-in during gameplay
- Other than that, every setting is there including RTGI and reflections
- Targets 30fps using VRR and LFC to keep it smooth, some drops still felt but felt smooth for the most part

- DF noted that the game was running in low 20's during pre-release footage and shows
- Though the developers have managed to bring it up considerably for the final release
- Some issues still remain but DF are hopeful the developers will iron them out
 
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I think they're both similar in the sense that they are good enough for replacing raster lighting, but Lumen is bad in any sense compared to those

I wonder what edge Ubisoft and Id have over Epic, why they were able to get their RTGI solutions a lot more stable and performant. You would think Epic would have fixed these issues with it by now.
 
Wait what, DLSS Performance mode in 1440p!?

OK; this port got even more impressive than it already was. I was sure it was something like 540p to 1080p in docked mode, and 360p to 720p in handheld.

This is black magic.
 
- One of the best portable ports of all time
- Huge improvements made over the past year since launch (a lot say it's an entirely different game now)
- £43 including the season pass (makes it barely more expensive than the year old PS4/XSX versions)
- Cross-save amongst PC, Xbox and PlayStation

Credit where it's due, Ubisoft knocked this one out of the park.
 
This is coming from shill foundry, these words are worthless

OK, but literally every other performance review of the game I've seen has reached the same conclusions, just with a lower level of technical detail. It's not like Digital Foundry is an outlier here.

They should lose subscribers over this.

Eh. I'm conflicted. On the one hand, I would love to dunk on GVG. I made YouTube stop recommending their videos to me years ago because I thought the weird cancellation drama that they inflicted on Andre Segers when they less GameXplain was incredibly shady and embarrassing and because they're basically caricatures of Era/Bluesky types. Jon Cartwright in particular has to be one of the most brain-boiled people in all of games journalism, which is really fucking saying something.

On the other hand, I think journalists should report honestly on any problems they perceive with games that they get the opportunity to preview. Most of us won't get the chance to play games prerelease, unless there's a demo, so this kind of coverage provides a valuable service.

Maybe they could have done more to emphasize that they weren't playing a final build of the game, but I can't comment on that, because I didn't watch their original video before it was taken down.
 
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I wonder what edge Ubisoft and Id have over Epic, why they were able to get their RTGI solutions a lot more stable and performant. You would think Epic would have fixed these issues with it by now.
Afaik IdTech and Snowdrop RT lighting models are 100% RT based, which allow them to focus on optimizations and optimize in a way not possible in "jack of all trades master of none yet always slower UE" Lumen, which is basically rasterized lighting with RT used only for bounced lighting.

When devs start ditching raster lighting, they'll finally be able to focus RT lighting and make it better and more performant (no more the heavy gimmicky RT we've seen all gen), but engines are old, too attached to old methods, and too big to adapt quickly to new paradigms, that's why it has taken so long for this gen to "start". I have more hope for next gen.

That's as far as I understand at least.
 
Afaik IdTech and Snowdrop RT lighting models are 100% RT based, which allow them to focus on optimizations and optimize in a way not possible in "jack of all trades master of none yet always slower UE" Lumen, which is basically rasterized lighting with RT used only for bounced lighting.

When devs start ditching raster lighting, they'll finally be able to focus RT lighting and make it better and more performant (no more the heavy gimmicky RT we've seen all gen), but engines are old, too attached to old methods, and too big to adapt quickly to new paradigms, that's why it has taken so long for this gen to "start". I have more hope for next gen.

That's as far as I understand at least.

I see, so Epic is holding on to the past. They need to let it die.........kill it if the have to.
 
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