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Ori and the Will of the Wisps Switch tech analysis

Posted on September 26, 2020 by (@NE_Brian) in Switch, Videos

Ori and the Will of the Wisps

Digital Foundry has published a new technical analysis for Ori and the Will of the Wisps, which recently landed on Switch.

Here are the main highlights:

– Early on in development, the game was running in the low 20s for frame rate, with lower resolution and effects paired back
– Dynamic resolution scaling
– Resolution can be adjusted on a per slice basis (layers)
– High-quality depth of field remains in tact on Switch
– Background artwork can drop to 60 percent or so, but generally the key areas remain close to full resolution
– Lighting adjustments made such as saving light indices in a texture 2D format instead of a compute buffer to reduce resolution of lighting pass independently of the 3D rendering
– Deferred rendering still used for 3D objects along with tile light calling
– Many visual features from the Xbox One version made it to Switch with minimal visual loss
– Soft body physics system and secondary animations were retained
– Mesh trails are still present on Switch
– Team worked hard to preserve particle effects
– Per pixel motion blur during fast camera pans is the main thing that didn’t make the cut on Switch
– Runs mostly at 60 frames per second with minor dips to the 50s from time to time

Digital Foundry really goes into how Ori and the Will of the Wisps works from a development standpoint, so if that’s something you’re interested in, we recommend watching the full video below.

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