this post was submitted on 18 Sep 2023
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What? This whole topic is about the lower quality of MK1 on the switch. How is the CPU involved in the graphics of MK1? You'll need to share a source that this is the problem.
Please share a source, or at least a detailed description of what exactly the CPU is too slow for to run MK1 with higher quality. It sure as hell isn't involved in shader execution, which is where most of the graphical fidelity comes from (if you're developing a game post 2000).
Am not an expert but i think particles and physics are both calculated by the CPU. Both very intensive tasks. Graphic wise, from looking at the screenshot above, it seems they only lowered the quality of model and it looks awful because they went for realism. The not so easy fixable problem is the characters design, Switch games look cartoonish for a reason.
Physics are calculated by the CPU, but a game like MK1 doesn't have many physics to calculate - almost everything is pre-made animations. Particles are updated by the CPU, but rendered by the GPU.
And yeah, that's why my point was that it's not the CPU that is limiting the graphics.
The lower graphics quality is because the GPU can't do math. There's no way to mitigate that.
It's also absolutely none of the work involved in a port. The work on a port is entirely making the actual mechanics function on a CPU that was terrible for mobile years before the switch launched.
Yes, which is why the CPU isn't the problem. It's the GPU.
Please share a source for this. A game like MK1 doesn't need a lot of CPU power, because there just isn't anything complicated happening. It's all GPU that's missing.
I spent like 15 minutes looking up and comparing the minimum requirements on PC for mortal Kombat 1 (a game I have no intention of ever playing) and the CPU and GPU of the switch, pointing out that the GPU and CPU of the switch are both so far below even the minimum requirements on PC (which are pretty low tbh)