Comments 4

Re: Ori Dev Thinks It Would Be "Extremely Difficult" To Get The Sequel Running At 60fps On Switch

Zuken

Oh, and in PCs graphics cards will have their own RAM for storing textures, but the switch doesn't really have that because the it uses an integrated tegra chip, so it's graphics and system memory share space on that 4gb of ram.

Because of that, games that are ported from beefier systems have to be aggressively reworked to make up the difference. If they were already doing a good job then there may not be any way to pick up the slack. I couldn't tell you how well this game handled it before, but if it's very ram dependant, the switch would be problematic. Even phones these days have more ram than the switch.

Re: Ori Dev Thinks It Would Be "Extremely Difficult" To Get The Sequel Running At 60fps On Switch

Zuken

@TG16_IS_BAE crunched by the CPU, that's correct, and the results stored in RAM. For later reference. But collectively that takes up very little RAM, textures and models take up a lot though.

If you don't have room for something you have to unload older stuff, read the new stuff and load it into RAM before it can be used. If a frame is waiting on the stuff, that can impactframe rates.

If you happen to have the PC version of FFXV you can turn on the fps UI and it will show you RAM usage, there's another option that let's you decide how aggressively it loads assets into memory, if you play with this you can see when the game is loading and unloading things and how it correlates to stutter. It's pretty neat. Depending on your hardware (especially RAM size and what you're using for disk) you'll see it stutter whenever the ram numbers start going crazy because something new had to be drawn on the screen and hadn't been loaded.

Re: Ori Dev Thinks It Would Be "Extremely Difficult" To Get The Sequel Running At 60fps On Switch

Zuken

@TG16_IS_BAE no, ram isn't for multitasking alone. It's the space the system needs to access assets quickly. Any assets, like models, particles, art, or the numbers being crunched for lighting and shadows go in there.

If the system needs something to draw the next game that isn't in ram? The frame gets delayed until it can be loaded from the game cart or system storage. Both are relatively slow, so frame drops. The more ram you have the less frequently you have to resort to loading from storage.