You guys remember when Metroid Prime on GameCube streamed map data off an optical disc and there were practically no load times thanks to a few well places doors?
You remember how that was a console exclusive so it was optimised around the console’s specs? Star Wars Outlaws wasn’t done with the Switch 2 in mind, so if the Switch 2 has limitations that the target PC spec or PS5 / Xbox series S doesn’t it’s natural performance will suffer.
Star Wars Outlaws wasn’t done with the Switch 2 in mind, so if the Switch 2 has limitations that the target PC spec or PS5 / Xbox series S doesn’t it’s natural performance will suffer.
Or it’s just an excuse for them to use the game key cards instead of a proper cartridge.
Doom 2016 and Eternal weren’t originally made for Switch either but with a bit of elbow grease and the occasional well-placed wall to limit rendering requirements and the team at Panic Button pulled it off.
It depends on why it’s slow. Games are complicated software, and some times compromises made in the base architecture can cause issues when porting to untested hardware.
It depends on why it’s slow.
The transfer speeds of the game cartridge is slower than installing to internal storage or even the new MicroSD Express cards. That’s a Nintendo fuckup but Ubisoft could have taken this into account and either reduce the size of data to stream or mask loading somehow (that’s why I mentioned the doors in Metroid Prime).
If you look at the 3rd party games landscape on S2, it’s clear that publishers don’t want to pay for the full storage on retail cartridges. Ubisoft are just the first to use the Nintendo fuckup as convenient excuse.
Hiding the loads would require them to redesign the game.
What I wonder is why they don’t copy the game from the cartridge on first load - that’s what they do on PS5 and Xbox Series X because the optical drive is also too slow.