Kingdom Come: Deliverance действительно выйдет на свитче, благодаря чешскому разработчику Warhorse и Saber Interactive. Забавно то, что идея о порте игры пришла случайно ))) В конце 2020 года появилась инфа о версии игры Kingdom Come: Deliverance Royal Edition для PS4 в Японии. И случайно, игра была там также показана в списках для Свитча, хотя и не планировалась от слова совсем. Однако почитав реакцию людей на желание иметь ее для гибрида было принято решение о портировании. И лучшего разраба, чем Saber для такой игры было не найти.
Дождемся E3 и официального анонса игры.
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n"Kingdom Come: Deliverance for Nintendo Switch was born out of a “happy mistake.” At the end of 2020, the Kingdom Come: Deliverance Royal Edition was announced for the PlayStation 4 in Japan. Due to a clerical error, the game was also listed for the Nintendo Switch, which at that time was not in the plans. The ‘mistake’ was fixed right away, but the information spread. However, the overwhelming feedback was eye-opening and an integral part in decision making later. Saber Interactive, also a legacy studio of Koch Media, has proven on multiple occasions that they are the right partners for this endeavor to make the unthinkable thinkable, and were tasked with bringing Kingdom Come: Deliverance to the Nintendo Switch."
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n“It is amazing to see how much involvement and influence gamers worldwide can have on game development. The overwhelming feedback and fan reaction made us reconsider our opportunities and made us sit down with Sabre Interactive, who is the perfect candidate for this ambitious undertaking"
Автор: Cheegr Воскресенье, 13 июня 2021, 00:26
Вроде у игры кривой движок и она не очень хорошо работала на больших консолях, поправьте, если ошибаюсь. Если так, то за свич версию страшно, как бы не вышло что-то типа порта ARK
Автор: dimm0505 Воскресенье, 13 июня 2021, 00:39
Движок у нее CryEngine, но игра действительно не ахти была в техплане, особенно по началу. Ну вообщем зная Saber, их работу по Ведьмаку, а также то что они перенесли этот движок (CE) на сыч, и скоро трилогия Крайзиса от них выйдет, надеемся на что-то удобоваримое. Иначе какого черта они ваще взялись.
Автор: dimm0505 Четверг, 30 июня 2022, 10:43
Год ужо прошел, и до сих пор никаких новостей. Очень хотел-бы услышать судьбу проекта на сыче. Не должон Saber подкачать.
Автор: dimm0505 Суббота, 22 июля 2023, 08:18
Ну и где новости? Второй год ничего не слышно. Отменена наверное.
Автор: Jericho_MacCoy Воскресенье, 23 июля 2023, 20:59
Хайп прошел, вот и забили. Хотя в такое только на диване и играть.
Автор: AleriF Суббота, 29 июля 2023, 08:24
Думаю, проблема в Saber. Напомню, что портами и ремастерами занимались в РФ, и после начала СВО от их услуг отказалась CDPR, после чего некст-ген апдейт Ведьмака перенесли на несколько месяцев, а до версии для Switch он добрался ещё позже. Если Warhouse тоже отказались от их услуг, то неизвестно, кому могли передать разработку и какой там прогресс.
Автор: dimm0505 Воскресенье, 10 сентября 2023, 11:46
Откопал на реддите в посте пятимесячной давности:
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The Switch port is going to happen. I've seen it, Saber Interactive is making good progress.
Ответ представителя самой студии Warhorse. Что порт будет, и Сайбер делает хороший прогресс. Но на сегодня показать пока нечего.
Автор: AleriF Воскресенье, 10 сентября 2023, 20:07
Круто!
Спустя год с лишним почти все студии, которые были в РФ, так или иначе перестроились и снова работают как раньше. Рад, что Saber дальше занимаются портом.
Автор: dimm0505 Четверг, 09 ноября 2023, 17:58
Вот такие заглушки неспроста появляются наверное, нет дыма без огня:
Автор: dimm0505 Воскресенье, 10 декабря 2023, 17:14
Чутка ключевых моментов и первые скрины. Ожидаемо мыльненько.
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Key Features
Massive Realistic Open World: Explore medieval Bohemia and immerse yourself in its majestic castles, vast fields, and lush forests. Non-Linear Story: Solve quests in multiple ways, facing the consequences of your decisions. Challenging Combat: Engage in thrilling and merciless battles using distance, stealth, or melee. Choose your weapons and execute dozens of unique combos inspired by real-world sword fighting techniques. Character Development: Improve skills, earn perks, and forge/upgrade your equipment. Dynamic World: Your actions influence the world around you. From fighting and stealing to seducing, threatening, persuading, or bribing, every choice has an impact. Historical Accuracy: Meet real historical characters and experience the genuine look and feel of medieval Bohemia.
https://i.imgur.com/DjXY6dQ.png
https://i.imgur.com/LRZORKq.png
https://i.imgur.com/1X8xsaE.png
https://i.imgur.com/VRm31PD.png
Автор: Dark Ronin Понедельник, 11 декабря 2023, 19:33
Хорошая игра. Это вам не в Ведьмаке руки-ноги без устали рубить, тут отоваривают легко и быстро. Жду на свич, т.к. на Стимдеке немного качество не то и мобильность, а на XoneX - это надо перед теликом сидеть, а мне лень. Игра стоящая, даже принимая во внимание возможный даунгрейд по графике. Ну и с разгоном думаю будет симпатичненько, т.к. на ПК с оптимизацией не парились, а тут постараются на всю катушку.
Автор: Dark Ronin Вторник, 23 января 2024, 22:29
Что-то дата релиза все ближе, а информации и подогрева никакого. Никак перенесут? Или опять потерялись?...
Автор: dimm0505 Среда, 21 февраля 2024, 17:46
15 марта:
Автор: Ol_ Среда, 21 февраля 2024, 17:49
Dark Ronin`у недолго осталось ждать
Автор: dimm0505 Четверг, 14 марта 2024, 21:59
Ну что, готовы? ))
Геймплей:
Кадровка:
Мыльновато (разрешение видать низкое), но вполне играбельно.
Ничегооо, щас модами и разгоном подтянут и вылижут картинку. А правильный оверклок с даунвольтом на Ультре сделает Свич-версию лучшей из всех консольных, я в этом уверен.
Автор: dimm0505 Пятница, 15 марта 2024, 17:15
Автор: dimm0505 Пятница, 15 марта 2024, 21:38
Порт с урезанием конечно, но по мнению Eurogamer самый непростой:
Kingdom Come: Deliverance is one of the most ambitious Switch ports we've seen The compromises are obvious - but the end result is still impressive.
Rising to that challenge is Saber Interactive, a team that - on paper - is more than qualified for the task. Between its work on the Switch ports for the Crysis Trilogy and The Witcher 3, the studio not only has close experience with CryEngine on its CV, but also in leveraging the power of Nintendo's system to handle richly detailed open world RPGs. Let's be honest though: you likely know how this is going to turn out. Switch's 2017 mobile technology is showing its age, and we're long overdue a successor. In cases like Kingdom Come: Deliverance - or Crysis, or The Witcher 3 - the expertise of the developer handling the port only goes so far. When facing strict hardware limits as we have on Switch, a balance must be struck between performance and visual features, and we have to accept it for what it is - but the fact we have the game at all on Switch, I think, is something to be celebrated. And to be frank, there are some nice surprises.
Kicking off, the loading times are a surprise win on Switch. Stacked up against the existing Xbox One version, measuring the time it takes to get from each system's front-end menu to the game's title screen throws up something intriguing: Saber has managed to accelerate these transitions on Switch - and notably the speed of booting game. We get an 86 second wait to get to the game's title screen on Switch, for example, which is hardly a snappy turnaround, but this still compares favourably to Xbox One at 157 seconds. The bandwidth to its internal SD card storage is no doubt a huge help. The install footprint of the game is potentially reduced on Switch as well - in texture and audio asset quality - which means less data to load in overall. Either way, first impressions are positive.
Looking at the visuals, Kingdom Come: Deliverance on Switch doesn't skimp on CryEngine features either. Stacked up against Xbox One - a much more capable machine - both run Kingdom Come with a 30fps target, and unlike the launch build in 2018, both current versions fix the 31fps cap issue to give a more expected 30fps line today. In terms of resolutions, the Switch has a similar setup to the Crysis Trilogy Saber worked on. We get a 720p target while docked, dynamically dropping 540p when the GPU is stressed. Temporal upscaling is used to help reconstruct the image, and it does so effectively.
Certainly, image clarity struggles to match up to the typical 900p reading on an Xbox One - or PS4 for that matter. It's softer: facial expressions lose definition in the upscale, as does finer detail across a landscape. But it still looks respectable given the caliber of the hardware, and is better enjoyed on Switch's own display in portable mode. One final point: a form of sharpening is used on the Switch image. On grassy elements, or the silhouette of distant trees, the frame is over-sharpened at times in broad daylight which isn't flattering to the low base resolution. Beyond that though, this is about as good as you might expect from the hardware in terms of pixels being pushed, and if nothing else, it's serviceable for a portable experience.
Sticking to the positives, the Switch release packs in as many CryEngine features as possible. There's full use of SSR - screen-space reflections - across large water bodies, plus water simulation. Honestly, SSR could so easily have been removed in the process of optimising for a 30fps, and yet it makes the grade. Next up, we have POM - parallax occlusion mapping - on Switch. In short, this adds 3D height and depth to floors, to rocks, mud tracks, and the formation on castle walls. The absolute best POM setting is reserved for PC, though Switch still gets a high quality implementation - at least on par with - or better than Xbox One.
Finally, the biggest surprise of all is that this Switch version includes SVOGI - standing for sparse voxel octree global illumination. This is a real-time GI feature that is not included on PS4 or Xbox One, making it a real breakthrough on Switch. Indeed Saber pushed for SVOGI in Crysis' Switch port as well with a similar result. It runs in a scaled down form, at a much lower resolution than what we'd get on PC and there's a limit to the effective distance that rays are traced to a point. It means we get a lower precision effect, causing a slight rippling artefact to the way light hits surfaces, or the shading in darkened areas. Even so, real-time GI on a game this complex is impressive, bearing in mind its omission on PS4 and Xbox One.
Overall the inclusion of SSR, parallax occlusion mapping and SVOGI is far beyond what I'd expected of a Switch release. It's impressive too that tree density at range is identical to Xbox One, while much of the geometry is a match. Light shafts are also included - albeit at a low resolution - flitting between the trees at sundown to create a picturesque image.
However, the cutbacks are clear as well. Draw distances are the first main issue on Switch. There's simply more pop-in of shadow maps, grass, foliage, and geometric elements during any quick movement. It's inevitable, though to an extent the low resolution on Switch helps mask the resulting pop in. Also, in terms of up-close detail, Switch runs with lower quality shadows. The turnout looks respectable, with similar bokeh pattern to the shadows seen in Crysis - but undeniably it's of a lower resolution. Elsewhere, grass density is dropped, while certain texture assets are also lowered in resolution - on character clothing notably. Still, at the very least, most environmental textures are a match for the home console editions.
Performance is the main issue, as you might expect. The bottom line is that Switch struggles to cap at 30fps in every area, and that's evident from the very first village. On the upside first, we do get a fully v-synced, locked 30fps at points. Open outdoors areas with no NPCs nearby - with only yourself and the grassy fields in view - run at 30fps especially well. Credit where it's due, the fact Saber has optimised these broad open areas to hit 30fps is respectable. The snag is, unlike the Xbox One or PS4 versions today, frame-pacing issues are present regardless. Even in the best case at 30fps, there are occasional frame-time spikes to 16ms on Switch.
It's not aggressive. It's not Bloodborne levels of uneven frame-pacing, thank goodness, but it does detract from the perceptual smoothness of movement. If all we want to do is sight-see this is fine, but Kingdom Come: Deliverance is an RPG built around bustling town areas as well. We have battles, cut-scenes - and sadly, all of this plummets Switch's frame-rate into the 20s and lower.
The cause for these sub-30fps drops is usually pretty clear. The reality is, in playing on Switch you must brace yourself for a 20-30fps range where there's any high concentration of NPCs, or building structures. Town centres are a major culprit; just running through at any pace takes us well into the mid-20s as geometry, shadows and NPCs draw in quickly. Potentially this is a CPU-related bottleneck for Switch, and we see obvious hitches at times as assets stream in. During one early barracks sequence, for example, there are even brief moments that hitch down to the 15fps mark. In-engine cutscenes also struggle. Thankfully, a lot of the main story beats are presented in pre-rendered cutscenes that are perfectly capped at 30fps. No problems there, obviously - but anything in-engine - running from that Tegra X1 silicon - sees performance dive well down into the 20s and lower.
To put this into perspective, neither PS4 or Xbox One were immune to these drops. Each had their fair share of hitches and GPU-side stress points, but they're exacerbated in the move to Switch's more CPU and memory-limited hardware. In direct comparison there's a mixture of fortunes here: complex scenes around towns run much better on an Xbox One. No question, the last-gen Xbox hits the mark at 30fps more consistently, and likewise around taxing points beyond the city walls. Switch delves into the mid-20s around these moments. Interestingly though, the cutscenes are, against all odds, often comparable in frames delivered per second between the two. Certain close-ups of leading man Henry run better on Switch, while other points show an Xbox One lead. Put this down to the pruning back in resolution, and visual settings - but Switch can be more performant. However, typical gameplay is still often under the 30fps line on Switch - despite the many visual cutbacks put in place.
Six years on from its original release, the Switch version of Kingdom Come: Deliverance is a fascinating exercise in squeezing the most from the now nine-year-old Tegra X1 processor. Of course, we know going in that Switch isn't destined to offer the best 'big screen' experience. As with The Witcher 3 and Crysis though, this one is more about the sheer joy of seeing if it's at all possible. It's about the hypothetical scenario: whether a careful balance between visual features and frame-rate is possible, to hand in a decent portable take on the game. In the end, it does appear the ambition to lock at 30fps loses some ground to visual features. The dynamic 540p-720p is an acceptable pixel count given the state of resolutions on PS4 and Xbox One. And equally, the inclusion of Cryengine's SSR, POM and SVOGI are miraculously all in place on Switch here. For tech enthusiasts then, this is an impressive release to behold - despite its obvious limits in frame-rate.
All of this begs the question: why release it on Switch now? For a start, the rumours of a potential Kingdom Come sequel would in theory make this a great way to engage new fans. And secondly, the prospect of a Switch hardware successor coming in 2025 - with back combat support - is an enticing prospect for games falling short of their FPS targets. Potentially, this game stands to run at a much better frame-rate and resolution on a higher-spec Nintendo console. It's something to watch out for. It may fully come good on its ambition but perhaps not quite on the Switch we have today. There are several assumptions here, but if the next-gen Switch has back-compat capabilities and improved performance, the foundations are clearly there for a portable Kingdom Come Deliverance that irons out the issues seen today.
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– Ported by Saber Interactive – Initial boot loading is significantly faster than Xbox One – Switch targets 30 FPS – 720p dynamic resolution when docked (can drop to 540p) – Temporal upscaling used – Form of sharpening used on grassy elements / silhouette of distant trees – Switch version uses a lot of CryEngine features – Full use of screen space reflections across large water bodies and water simulation – On par in terms of quality to the Xbox One version – Early barracks area during rainfall does impact the frame rate – Parallax occlusion mapping used to add 3D height and depth to the floors, rocks, mud tracks, and formation on castle walls – Real-time GI feature used which isn’t included on PS4 or Xbox One – Slight drawback is that this effect can cause a slight shimmering artifact as light hits surfaces – Tree density at range identical to Xbox One – Light shafts are also included, but at a lower resolution – More pop in for the Switch version – Low quality shadows – Grass density dropped – Certain texture assets also lowered, notably on character clothing – Frame pacing issues present in the Switch version – Frame rate starts to drop in towns and cutscenes (pre-rendered cutscenes are 30)
Автор: dimm0505 Суббота, 16 марта 2024, 20:25
Игра со всеми DLC на карике, качается тока патч. 16 гиговый кар не пожалели.
Автор: Ulciol Суббота, 16 марта 2024, 23:38
Молодцы, нужно брать.
Автор: Dark Ronin Воскресенье, 17 марта 2024, 00:41
Да. Крайне годный порт. Я ни грамма не сомневался, что Сейберы справятся. А с разгоном и модами дальнейшими вообще полетит все.
Автор: dimm0505 Воскресенье, 17 марта 2024, 11:28
Геймплей:
Автор: dimm0505 Воскресенье, 24 марта 2024, 20:55
Антон Васильев рассказывает о вызовах при портировании игры на свитч. В оригинале, кому интересно.
» Нажмите, для открытия спойлера «
Even though Switch has been around for over seven years, “miracle” ports for the system are always a topic of conversation. Many games that may have been thought impossible for the console have made their way over, ranging from The Witcher 3 to Doom Eternal.
Kingdom Come: Deliverance is now the latest port to have arrived on Switch. Despite being a game that can be taxing on even more powerful consoles, Warhorse Studios – in partnership with Saber Interactive – managed to make a version for Nintendo’s platform that is overall pretty admirable. We recently spoke with lead programmer Anton Vasilev to talk about what the development process was actually like.
It goes without saying that changes were needed in order to get Kingdom Come actually running on Switch. Vasilev told us that the port “posed significant technical challenges, particularly regarding graphical optimizations.” Vasilev mentioned how the clothing and armor options are very intricate, and “any substantial reductions in model geometry risked compromising the intricacies of these systems.” Because of this, the team “deliberately chose to preserve the integrity of human models without altering their geometry.” However, doing so “presented limitations in reducing the geometry of static models, as maintaining consistency between high-poly NPC models and low-poly environments was essential for visual cohesion.”
Going more into the changes that were necessary, Vasilev shared the following with us:
Despite these constraints, we capitalized on the stability of our game assets, which remain static and immutable, enabling us to manually fine-tune various aspects of the game. This involved adjusting the complexity of physics calculations for individual objects and NPCs, optimizing performance configurations for specific cutscenes, and tailoring optimizations for different clothing and armor sets across diverse in-game locations. Additionally, we streamlined animations wherever feasible, effectively reducing unnecessary overhead.
Certain game systems, such as grass simulation and facial/clothing animations, demonstrated improved performance when shifted from CPU to GPU processing. Furthermore, our development team implemented countless subtle optimizations within the codebase to enhance CPU performance and minimize memory consumption.
In essence, while developing the game for the Switch presented formidable technical hurdles, our strategic approach to graphical optimizations, asset stability, and targeted performance enhancements enabled us to deliver a compelling gaming experience on the platform.
Vasilev also spoke with us about the actual challenges of the Switch version. For one thing, adapting an open-world for a portable device “required meticulous attention to performance optimization.” The use of CryEngine “added another layer of complexity, demanding careful resource management and coding finesse.”
Vasilev said that Switch has its fair share of technical limitations, “including its comparatively modest CPU power and constrained memory, presented further hurdles. Balancing CPU load against memory consumption became a delicate juggling act throughout the development process.”
The team employed different strategies to make the Switch version possible. According to Vasilev: “Some CPU-intensive calculations were pre-computed and stored, alleviating real-time processing demands but increasing memory usage. Conversely, memory-intensive operations were optimized to minimize their footprint, often at the expense of increased CPU utilization.”
We also heard that “achieving a seamless gameplay experience on the Switch necessitated a constant focus on striking the right balance between performance, memory usage, and overall game quality. This pursuit of equilibrium remained a central theme guiding our development efforts from inception to release.”
As some players are aware, Kingdom Come: Deliverance targets 30 frames per second on Switch – but there can be drops. The resolution maxes out at 720p, though it can dip to 540p. Vasilev said the balance “ensures a smooth and enjoyable gaming experience while maximizing visual fidelity within the hardware constraints of the Switch.”
Some had concerns about how Kingdom Come would perform on Switch given how it’s faired on other platforms. Vasilev pointed out that “while we’ve dedicated ourselves to optimizing the game, we’re not magicians – just diligent engineers and testers.” That means drops are possible, and some scenes may take a hit to visual clarity. But the team “poured their expertise and effort into making the game as playable and enjoyable as possible on the Switch.”
With a new Nintendo console seemingly on the horizon, some have felt that game companies would be better off holding back on certain Switch ports. However, Vasilev doesn’t regret waiting to bring Kingdom Come: Deliverance over now. He had this to share with us:
“We thrive on challenges as they push us to improve and innovate, making the journey all the more rewarding. Moreover, it’s a source of enjoyment for our team. Interestingly, some of our team members began their programming and game development journey on platforms like the ZX Spectrum, so the Nintendo Switch is akin to a supercomputer in comparison, reinforcing our enthusiasm for tackling its constraints head-on.”
Vasilev said that, ultimately, bringing Kingdom Come: Deliverance to Switch “has been a source of pride for us” and the team is “delighted to have played a part in expanding the reach of this remarkable game and contributing to its ongoing legacy.”