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“The most celebrated rpgs to hit pc over the last few years. Divinity original sin sin makes a surprise debut on switch not only that but it ties into the experience super blade by offering the same options to let you progress through its story. And then sync your save to the steam version once you re done all of which means you can play wherever you are and then carry on with the premium grade visuals on your pc at home. We ve seen the rise of cross play in the likes of fortnight.
But this again shows swift coming into its own as a perfect complement to the home experience especially with pc of course divinity. 2. Is known for being a very quintessential pc game from its lush visuals. A vibrant mix of forests and dungeons pad by developer larry ins.
In house engine down to its turn. Based rpg mechanics. It s rich with fine detail. It s so dense with options in fact.
I had doubts that a satisfying portable version would work at all after all here we have the pc version running maxed out at 60fps on a gtx 980ti. The hotkeys fill the bottom of the screen on a progress save and technically it looks a league ahead of what nintendo s handheld should be able to pull off and yes a port exists and the developer has risen to a very big challenge here playing on switch this week. Then yes there are cutbacks they re big it s unavoidable. A 39 key compact gaming stool on pc is pruned back here to 11 gigabytes after all as ever though it s a matter of which cutbacks you can accept to get the benefits and the developer appears to have made smart choices.
This is fundamentally a feature complete version of divinity right down to a four person multiplayer and the freedom to eke out your own path using your chosen character abilities and traits. Visually speaking the art direction comes through effectively despite a huge hit to its native resolutions either portable or docked equally the lord framerate and yes. It does kind of stick out is a distraction. You ll notice drops under 30fps.
But given it is a turn based game. The impact isn t quite as dramatic as it might be in an fps for example. So let s see what we ve got resolutions. First divinity tube runs with a dynamic resolution set up on switch.
And so that means while docked you re hitting 1280 by 720 at best. Though with that said. The all crucial ui over the top is rendered at 900 p. And it s redesigned just for this version.
Now if we re to push the engine. Hard that dynamic risk slips while docked under a tv down to 1088 by 612. According to my calculations..
This combination of spells in one spot. Really hammers. The switch gpu and yes image quality takes a visible hit once it goes to that number even so. All this is backed up by a passive fxaa.
Which does a reasonable job of keeping most jagged edges at bay. So you won t see much sawtooth artifacting. But it simply will look well blurrier now in terms of the pier mechanical side of the game. The switch version is still intact.
Despite this largely thanks to the ui being so clear. The team has gone to great lengths to make that user interface slip. The part on console. Even on switches.
Smaller screen it looks clean and easy to follow scale properly for readability speaking on the portable mode. Meanwhile. The native resolution. There is altered in step two especially given its lowered gpu clocks.
The visuals are rendered at 11 52. By 6 for 8 in the best case there as the top number the lowest. I ve caught meanwhile in my testing is 885 for 95 in that exact same battle with all those effects. So expectedly.
The results are hardly pin sharp and it s likely. The first thing to notice when moving from any other version working on switch won t have been without its challenges on top of cutting the install to 11 gigabytes. The team had to adapt to just three cpu cores on switch and just 35. Gigabytes of usable ram.
Emailing. The team directly for answers. Remarkably. I m told the port took just under a year in total to achieve and adapting the engine itself wasn t too arduous overall.
It seems. It was the cpu limits on switch with just three cores that needed the most catering to the game is full of subsystems calculations. Under the hood plus..
A physics engine that needs to be optimized to work around a stricter cpu budget. The fact that four person multiplayer support is working at all i m told surprised even the developer who originally targeted just two players online. This part seemingly took extensive work to get right it s a steep mountain to climb visually speaking then any comparison with pc will be brutal. But it s fascinating to see how close it gets on top of the cut back resolutions much of the settings on switch are pruned back in some way polygon counts on certain models are reduced and texture.
Resolution is also cut down to help fit in a smaller. Ram. Allocation. A customized casket shadow system is included meaning the fade.
In for shade is different on switch overall. While having an occlusion is stripped back with that all being said. Some big features make the cut here lighting. Detail is kept at pcs medium setting for example.
Though. Light shafts are removed plus. We get fxaa as mentioned. Plus bloom is enable to on balance is clear a lot of course settings are pushed back even so there s so much detail maintained here those lush forest areas still look dense with vegetation the geometric framework of those cliffs eyes is intact in terms of the framework it s the same game as on pc.
But the sugar coating over the top is simply removed. It s fair to say the game is still recognizable as the same then again. I m getting flashbacks to the witcher. 3.
As a recent example of an impossible. Port made possible by smart changes tweaking. The visuals in a way that still leaves a decent looking game the comparisons don t flatter next to a maxed out gtx 295 hitting 60fps of course. But what we re left with is still up there as one of the better looking switch games in its own way.
One unavoidable. Step back from pc is in the controls. Rather than pointing and clicking your way through with a mouse movement is handled in a more direct fashion with the analog sticks and in battle well pressing the y button takes your cursor to the hotkey bar at the bottom for you to select your move. If you ve already played it on ps4 or xbox one already it s the same deal really on switch.
It s the best they could really do without the option of a mouse and keyboard fine for traversal. But in battle a little bit more cumbersome. It s a shame actually that the touchscreen isn t used at all here to give you more direct access to those hotkeys..
Another aspect that takes a step back is the loading times on switch now despite loading low grade textures switch still takes longer to load new areas. It s a regular occurrence later in the game. You ll be warping between areas plus. You could be restarting from savestates.
Quite often given the difficulty it s in line with expectations but going from an ssd equip pc. We re loading saves is near instantaneous yeah it ll stick out a little still that s the price you have to pay to have this game on the move the overall turnout in terms of presentation and the mechanics is largely as good as you can hope for the cloud safe system is of course. The real achievement. Here now it will involve signing into your steam account via the switch.
And i had travels on my first attempt once i got it running with an account filled with saves though it s very functional saves automatically sync on a button press and while it may take a few minutes to populate the list. It genuinely works there is one caveat though if you ve dabbled with mods on pc. The switch version will request the relevant mod packages and files obviously. There s no way to download those to switch.
And so it just fails to load that save so be warned combining mods with this version doesn t work. It s looking for the vanilla save file how about performance on switch then when taking those maxed out saved from pc. The warriors that tegra x1 chipset could struggle especially if the portable mode is the focus generally i found starting a new game and wandering around thought joy didn t give me much of a problem it runs at a 30fps cap and pretty consistently. There are hiccups mid.
Dungeon just as the game auto saves. Which can be a distraction. But in general is much better than i expected on the portable front and if you play the pc version you will be familiar with that autosave hitch. If to a less obvious extent.
The later game areas show a different story keeping with portable mode. It s clear the game can dip to the mid 20s range and potentially far more indeed taking a more progressive and docked play we can even hit around 10 fps in the extremes. So here s a battle in a forest encampment. Multiple enemies and a full squad of players fully armed with skills and even with the high gpu clocks.
While playing docked piling loads of area of effect spells on one area is what really gets it through the lower numbers. Triggering a skill is an issue and this is where you generally get those lower bound resolution readings again the lowest framerate. I ve seen is 10 fps. But that s really one critical point where movement is out of your hands.
Anyway whether you can accept those drops. Which are pretty sizable is down to how engrossed you are in the game itself. If you see the switch version as a handheld extension on pc..
A temporary break from the full experience back home then it s easier to forgive. It arguably though if this is your first and only impression of divinity. 2. And you re playing the whole game.
This way. It s a slightly harder sell it s impressive yes mechanically complete as it is but it s clearly not the ideal way to interact with the incredible world. The team is created on balance divinity tos. Which is another impossible.
Port. That s come to be purely thanks to a lot of careful design choices. Flawed. As it is i m glad this exists.
There s not a huge amount of value to playing dot in my view. But it s simply uncontested as a handheld take on the game add in the online safe sharing. And it s a very big deal for fans of the desktop experience as for the developers credentials. The team s ongoing support for divinity 2.
Only bolsters its reputation the next project for them is baldur s gate. 3. Understood to be based on the same technology as divinity so fingers crossed hopefully this has been treated as a dipping of the toe as they continue to work on switch games. But that s all i have time for today.
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