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The journey to Nintendo Switch

factorio.com

41–50 of 169 posts

Re: The journey to Nintendo Switch

#41

> Now, the final startup time when the game is installed on internal storage is 70 seconds, but let's not get ahead of ourselves. Maybe I don't notice this with other games but that seems like a really long time.

Playing modded Rimworld (even on reasonable hardware) is a total ball ache for loading times.

I need to be absolutely sure i want to play the game five minutes before i do.

Re: The journey to Nintendo Switch

#42
post #6

The Nintendo Switch has an ARM64 CPU, which means the biggest part of porting to that CPU is now done. Does it mean we can expect an Apple Silicon mac build some time soon(ish)?

I emailed them last week about Apple Silicon and they told me to watch for today's blog post. I interpret that to mean that, yes - this means they can more easily do that.

Re: The journey to Nintendo Switch

#43
post #35

> Now, the final startup time when the game is installed on internal storage is 70 seconds, but let's not get ahead of ourselves. Maybe I don't notice this with other games but that seems like a really long time.

I’m kind of surprised (and bummed) that they ported it to the Switch and not the iPad. The Switch is a bit slow (can’t imagine big bases performing well) and I’m not convinced using a game pad will work well. By contrast, modern iPads are smoking fast and I bet an iPad touch interface would suit the game fairly well. Ah well, maybe some day.

The Switch got a touch screen as well?

Re: The journey to Nintendo Switch

#44

Earlier quoted context omitted.

No. It’s a completely different graphic stack.

If you target PC/Console and don't have an abstract GPU interface, then you should rethink your life choices And all the graphics stacks nowadays are similar, Vulkan, Metal, DX12, all share the same ideas Also there are countless opensource cross platform GPU libs, bgfx [1] or sokol [2] for example [1] - https://github.com/bkaradzic/bgfx [2] - https://github.com/floooh/sokol

Yeah theoretically it’s that easy but irl it’s not…

Re: The journey to Nintendo Switch

#45

> Now, the final startup time when the game is installed on internal storage is 70 seconds, but let's not get ahead of ourselves. Maybe I don't notice this with other games but that seems like a really long time.

Some games, like ACNH, have a long load time.

Which is a little disappointing, since one of the things I loved most about the GameCube game was the instant load times. I also enjoyed taking the disc out of the slot after the game was loaded.

Re: The journey to Nintendo Switch

#46
post #29
post #21

Earlier quoted context omitted.

That jumped out to me too. I was hoping "let's not get ahead of ourselves" meant he'd explain why the startup time is so long but it's never mentioned again. I just timed Breath of the Wild (cartridge version), and from the time I launched the game from the Switch menu to seeing the game menu was about 16 seconds, and the time from selecting a save file to loading the game world was about 18 seconds. What exactly abo…

BotW got some after-launch patches that significantly reduced the launch time. They did this by overclocking the Switch during load. I didn't see any mention of boost/overclock in the Factorio writeup, though.

Do you know if this technique is available for all games or just Nintendo's own? It seems like it would be easy to cause issues if games were allowed to mess with the clocking willy-nilly, so I assumed that it was only done on Zelda because it's a first-party title (and one of the biggest on the console).

Re: The journey to Nintendo Switch

#47
> "This is the first time we had to make sure the game is deterministic between ARM and x86. We should be fine, C++ is portable, right? Just don't use undefined behavior. Turns out we use quite a lot of undefined behavior..."

Hah

Re: The journey to Nintendo Switch

#48
post #8

Earlier quoted context omitted.

I would absolutely love an iPad version. Much more than the Switch version (which I am going to get anyway).

It would certainly blow the Switch version out of the water performance-wise.

It would... on the other hand, iPads also cost a lot more.

Re: The journey to Nintendo Switch

#49
post #46
post #29

Earlier quoted context omitted.

BotW got some after-launch patches that significantly reduced the launch time. They did this by overclocking the Switch during load. I didn't see any mention of boost/overclock in the Factorio writeup, though.

Do you know if this technique is available for all games or just Nintendo's own? It seems like it would be easy to cause issues if games were allowed to mess with the clocking willy-nilly, so I assumed that it was only done on Zelda because it's a first-party title (and one of the biggest on the console).

This article[1] claims Crash Team Racing takes advantage of boost mode, so seemingly it's available to third-party developers.

Perhaps they don't get to mess with the clock "willy nilly" and it's more like an API that enables a higher - but fixed - clock speed?

[1] https://www.shacknews.com/article/112895/crash-team-racing-n...

Re: The journey to Nintendo Switch

#50
post #2

This came as a total surprise... I'm impressed they managed to get the game running well on the Switch! Will I actually buy it again, just to have it on the Switch? ...yes. Yes, I will.

I would absolutely love an iPad version. Much more than the Switch version (which I am going to get anyway).

Well if they port it to Apple Silicon macs making an iOS build shouldn’t be crazy difficult right? (Famous last words)
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