Get ready for an exciting journey into the world of gaming! We're about to dive into the making of an 'impossible port' - Assassin's Creed Shadows on Switch 2. This story is a testament to the incredible engineering efforts behind bringing a AAA game to a console with unique challenges.
Our conversation with Ubisoft engineers reveals the intricate process of porting AC Shadows to Switch 2. We'll uncover the secrets behind scaling performance, managing memory constraints, and optimizing for this powerful yet compact console. But here's where it gets controversial: some features had to be sacrificed for the sake of a smooth gaming experience.
Let's start with the Anvil Engine, the powerhouse behind AC Shadows. The 'Platform Manager' is a key component, allowing the game to adapt seamlessly across various platforms, from high-end PCs to the Switch 2. Lead Rendering Programmer Sebastian Daigneault explains how this system was crucial in defining the game's scalability settings for both docked and handheld modes.
However, not all features could make the cut. Ray-traced global illumination (RTGI), for instance, was a casualty on Switch 2 due to memory limitations. Rendering Technical Architect Nicolas Lopez shares the team's dilemma: balancing memory usage to prevent crashes. The Switch 2's portable mode, with its unique challenges, further complicated matters.
Lopez hints at future attempts to implement RTGI, but for now, the team had to make do with a pre-calculated GI solution. This optimization win, however, came at the cost of other features like screen-space reflections (SRR), which were removed to free up GPU time.
The subtler cutbacks involved simulation elements. Senior Engine Lead Bruno Champoux reveals how they increased the distance between cloud simulation points for better efficiency. Similar tweaks were made to cloth and rope assets, and even tree branches lost their ability to rotate in heavy winds.
One of the biggest challenges was shrinking the game's install size to a manageable 61GB. The team had to remove large assets like 4K textures and 'level-of-detail zero' models, ensuring the game could fit on a physical cartridge.
Despite these challenges, the Switch 2 port of AC Shadows shines in certain areas. The use of Nvidia's DLSS technology, for instance, provides a high-quality upscaling experience. Daigneault explains how they initially tested the built-in TAAU system but eventually opted for DLSS due to its superior results.
Handheld mode, in particular, benefits from a stable frame rate achieved through VRR and low frame-rate compensation. The developers even inserted an extra frame to fake a 60Hz signal, ensuring a smoother gaming experience.
Ubisoft's advice to other game makers aspiring to port to Switch 2 is clear: start early and prioritize scalability. The Switch 2 is a unique platform, and understanding its specificities is key to a successful port.
And this is the part most people miss: the Switch 2's SDK and tool chain have improved significantly since the Switch 1, making it a pleasure to work with. It's a challenge, but with the right approach, it's not impossible.
So, what do you think? Is the Switch 2 an impossible port, or a challenging yet rewarding endeavor? We'd love to hear your thoughts in the comments!