Comments 162

Re: Fire Emblem: Fortune's Weave Charges Onto Switch 2 In 2026

SabreLevant

@Supadav03 Disclaimer, old FE fan here : P

I've played FE4, 5, 6, 7, 8, 9, 10 and Three Houses (16?) which were all great! I heard about Engage first as a rumour and it sounded like a joke, imagine my surprise when it turned out to be real.
From the crappy character designs to the shallow story and weird pandering it was definitely one to avoid.

Anyway, main take-away is that you've got so much better to look forward to, from the looks of it! Either that or you really liked the Engage aspects and will find it jarring lol

Re: First Footage Of Elden Ring Running On Switch 2 Appears Online

SabreLevant

It's crazy to read what some people expect from what is essentially an underclocked mobile chipset? You can't compare this device to a Steam Deck as that is essentially running on AMD64 architecture with some power constraints, the Switch 2 runs on ARM and is essentially a mobile device, 'optimizations' or not

Re: Tekken 8 On Switch 2 Would Be "A Lot Of Work", But Director Isn't Ruling It Out

SabreLevant

@Bizzyb Determining whether something could run well based on hardware age is misleading at best, for example a GTX780 GPU (over 11 years old) would demolish a Switch 2 GPU in raw performance, but it's not a good comparison at all.

Similarly a Steam Deck runs on a different architecture with an APU under different constraints which is not a simple comparison.

I do agree with you many games can be made to run well on the Switch 2 with compromises, but things like "if SF6 runs on it" or "if it can run on the Steam Deck" are oversimplifications.

Re: Tekken 8 On Switch 2 Would Be "A Lot Of Work", But Director Isn't Ruling It Out

SabreLevant

The Switch 2 CPU architecture is different from any other contender (PS5, Steam Deck etc), got very little to do with what engine it's running on and more to do with the instruction set being ARM vs AMD64 which means a lot of complexity in porting

EDIT:

For example your code might rely on instructions that work on AMD64 CPUs but literally don't exist in the ARM set, it's not a straight up case of swapping things out, it often means compromising on features no longer available so swathes of code have to be rewritten (and maintained!)

Re: Review: Ninja Gaiden: Ragebound (Switch) - A Gorgeous & Gory Return To The Series' 2D Roots

SabreLevant

@Glasso Man at this point you just seem to be looking to have an argument. I tried to explain to you in various ways why it is perfectly possible for a new game to perform worse than an older game developed by the same team, irrespective of graphical dimensions or game engine used, the latter of which -I- could not find official statements on but you pointed out (after I pointed out that SteamDB is not an official, non-speculative source) some credible sources afterwards.
But as I said regardless of it being a '2D' game or being developed in Unity, it is possible for it to be bottlenecked on specific calculations that are CPU-bound, it doesn't matter what happens in other games they developed - either you don't understand what I'm saying here which is fine, or you're being deliberately obtuse

Re: Review: Ninja Gaiden: Ragebound (Switch) - A Gorgeous & Gory Return To The Series' 2D Roots

SabreLevant

@Glasso No I'm not lol, I agree it makes sense they stuck with Unity, I just couldn't find official statements myself!

But I also don't think it matters a lot, it's possible to make poorly performing games and super performant games irrespective of the game engine, that was mostly the point I was trying to make.
As well as the fact it sometimes makes sense a CPU overclock helps and the GPU doesn't matter at all, as not all code benefits from hardware acceleration (my example was about prime numbers - not super relevant here but that is an example of algorithms that could keep a CPU really busy and would starve a GPU of CPU time)

Re: Review: Ninja Gaiden: Ragebound (Switch) - A Gorgeous & Gory Return To The Series' 2D Roots

SabreLevant

@Glasso Lol, linking something that is speculation on someone else's part is still speculation, from the question mark you can click next to the engine:

"We detect various technologies such as engines and SDKs used by games on Steam from depot file lists. This process is entirely automatic and does have mismatches, the rule set we use is available on GitHub. You can report issues and suggest new rules there."

Anyway we should stop going around in circles! I think we agree it sucks the game runs at a base 30FPS, I think we also agree increasing the CPU clock helps but we disagree about -why- that helps, but we can only speculate as we have no actual insight to their processes

Re: Review: Ninja Gaiden: Ragebound (Switch) - A Gorgeous & Gory Return To The Series' 2D Roots

SabreLevant

@Glasso I think this discussion is over, I am of course speculating because I don't have insight into their development process but you don't have the humility to do the same and present your speculation as absolute facts.

The only facts that are important is that it matters very little whether a game is 2D/3D, or whether it's developed in Unity - you can absolutely tank a 2D game's performance, or create a super performant 3D game in Unity, graphics aren't all that matter in determining the FPS of a game.

Re: Review: Ninja Gaiden: Ragebound (Switch) - A Gorgeous & Gory Return To The Series' 2D Roots

SabreLevant

@Glasso That just corroborates the point I'm making though, I don't think we disagree about anything 🤔

If increasing the clock speed on the CPU is sufficient, that means they're doing something computationally expensive, either for a good reason or some poorly thought-out code (either through ignorance or like I mentioned a business decision in the interest of time, it's sometimes incredibly difficult to change the way something works without introducing bugs elsewhere, in development we refer to it as the blast radius when making changes)

Re: Review: Ninja Gaiden: Ragebound (Switch) - A Gorgeous & Gory Return To The Series' 2D Roots

SabreLevant

To anyone who doesn't understand that performance can absolutely tank on a game like this: you need to first understand that developing software is not straightforward.
It is often possible to achieve the same end result in many, -many- different ways, and sometimes (or rather, often) it is about tradeoffs and compromises, either from an algorithmic point of view or even from a business decision.
For example, if you have a 2D game with fancy lighting or particle effects, depending on those calculations you can absolutely grind performance to a halt, it doesn't matter you're dealing with a 2D game.

Re: FBI Shares Official Statement After Seizure Of Major Switch ROM Site

SabreLevant

@johnedwin You vastly overestimate how harmful this really is, I think @Eririichi put it quite well.

I would like to add to that the fact companies like Nintendo are not charities, it's very strange when people believe they are 'fighting the good fight' by being strictly against ROMs and the like.

Gabe Newell put it best, with piracy in general being a service problem. By and large, Nintendo offers a very poor service across the board (crappy eshop, anti-consumer practices such as no refunds for digital games, hugely inflated prices, drip feed NSO offerings, the list goes on and on), it is not at all surprising to see this happening.

Re: Feature: 33 Games With 'Secret' Performance Bumps You Should Revisit On Switch 2

SabreLevant

@Anachronism I suppose it depends as you say, especially if we go quite far back to games that functioned differently based on CPU cycles! Imposing/lifting a target framerate isn't difficult in itself, but as you say if they developed certain elements poorly (functions based purely on frames passed is a code smell, it's quite easy to avoid) then I agree with you, it's not straightforward

Whether it warrants a paid-for patch I'm undecided on, I know the Zelda ones come with HDR support and such like, which is fine, but to me Nintendo has a history of denying simpler solutions in order to sell others (e.g. no local save backups, but selling cloud saves)

Re: Feature: 33 Games With 'Secret' Performance Bumps You Should Revisit On Switch 2

SabreLevant

@Anachronism I appreciate the points you make about why caps might've been implemented (delta between frames spiking), but you are wrong about having no cap -automatically- resulting in faster battery drainage.

As per my example though, I was not expecting a game like BotW to be capped, and even if so, I would not expect to pay to get the cap lifted, but to be fair that is very much in line with Nintendo's anti-consumer practices.

So in a sense you're right in that I wasn't expecting any different and did not purchase a Switch 2 (if a new system is touted to be more powerful, I expect an implicit performance gain)

Re: Feature: 22 Games With 'Secret' Performance Bumps You Should Revisit On Switch 2

SabreLevant

@Rosona You and @DashKappei have an odd definition of trolling, as well as implicit I think. I'll unpack what I meant more clearly I hope in an example:

I was expecting Breath of the Wild to run at a stable 60fps and not finding out it's hampered by a framecap, which can only be lifted by an update (I fully understand this part by the way), which in this case is gated behind a paywall.

That is not me trolling, that is what my expectation was from the get-go (with BotW as an example)

EDIT:

For reference here is my original post as it's quite a ways up:

"To be honest, and maybe this is my PC gamer 'bias', I was largely hoping for implicit performance boosts across the board without requiring explicit updates (especially paid ones), which is a big reason why I haven't bought a Switch 2"

Re: Feature: 22 Games With 'Secret' Performance Bumps You Should Revisit On Switch 2

SabreLevant

@DashKappei In my original post I literally said I was expecting implicit performance boosts -without- requiring updates, my position on that never changed so I don't see why you feel you're being trolled?
Also a framecap is by definition arbitrary as it's a cap set by the developer. And I'm calling out Nintendo's scummy practices for charging for things I most certainly expect for free in 2025 (unlocked frame rates, cloud saves etc).

Re: Feature: 22 Games With 'Secret' Performance Bumps You Should Revisit On Switch 2

SabreLevant

@DashKappei Thanks for the comprehensive explanation! You did illustrate (as per my original comment actually) why I didn't make the jump though - I was expecting performance boosts that weren't hampered by arbitrary caps.
That is to say, to achieve 60fps in Zelda I would've expected it to work right off the bat, but from what you're saying that sounds like they slapped that behind a paid-for update

Re: EA Worker Pay Continues To Dwindle As CEO Picks Up $5 Million Bonus, Thus Creating Amusingly Tall Financial Graph

SabreLevant

@sethfranum Oh dear.

You're mixing up who creates value with how that value is scaled.

Yes, devs make the product. But a CEO’s job is to allocate capital, set direction, and make bets that decide whether a game even gets greenlit, whether EA doubles down on FIFA microtransactions, or pivots to subscription models, or invests in AI tools that make devs more productive. Those decisions are high-stakes and affect **billions** in revenue. If they work, shareholders reward that with stock-based compensation.

The devs get paid salaries - often very good ones - regardless of how well the game sells. The CEO doesn’t. That’s the difference: developers are paid for effort; CEOs are paid for outcomes.

Also, calling EA a "sweatshop" is silly. EA’s average dev salary is over $100k. This isn’t Foxconn.

If you want a world where engineers run the company and make the big capital decisions, cool - but that’s not how public companies operate. And EA, like it or not, has been extremely profitable under Wilson.

This isn’t some injustice. It’s textbook executive incentive design.

EDIT:
https://www.statista.com/statistics/269696/revenue-of-electronic-arts-since-2005/ - Check that growth since 2013 if you don't believe me

EDIT2:
Valve is a good example of the model you're advocating for, but also consider the ramifications. EA employs well over 14000 people whereas Valve has fewer than 350, with fewer still being developers for Steam. They perform -really- well, but it doesn't gel well with the social values you might hold

(Full disclosure: I’m a software engineer working on financial analytics tools, with a degree in economics - I get the frustration, but this is exactly how exec comp is supposed to work. This isn’t the gotcha you think it is 😅)

Re: EA Worker Pay Continues To Dwindle As CEO Picks Up $5 Million Bonus, Thus Creating Amusingly Tall Financial Graph

SabreLevant

Everyone’s mad at the CEO bonus, but missing how this actually works.

He didn’t just get a $5m cash gift - it’s mostly performance-based stock. If EA does well, he earns more. If it doesn’t, he doesn’t. That’s standard in big public companies.

The drop in “median pay” doesn’t mean pay cuts. It likely means EA hired more junior staff, which pulls the median down, not that existing employees got paid less.

That tall graph looks wild, but it’s misleading without context. This is how CEO comp has worked for decades - it’s not a scandal, it’s business as usual.

Re: 27 Upcoming Nintendo Switch 2 Games We're Excited For In 2025

SabreLevant

So wait, that's only two real Switch 2 games, with Mario Kart World and DK Bananza?

Also yikes, starting off the list of Switch 2 games to look forward to with a port of a PSX game from 1993..

EDIT:
I guess I can't count, that makes 4 games when including Kirby and Hyrule Warriors I guess? Still, out of 27.