![]() The AnvilNext engine was designed to stream in large environments seamlessly on last-gen and the challenge was to minimise the appearance of pop-in. Next there are the cuts that affect the open world. AO especially, is represented by low grade, flickering blobs of shade in corners, and likewise there's a lot of sawtooth edging on background shadows, neither of these are an issue on PlayStation 4. ![]() There are parts which are clearly a downgrade though the screen-space ambient occlusion and shadows in general on Switch are very poor. Not every change made in AC3 Remastered was an aesthetically pleasing one and if you didn't like the remaster's revamped lighting, this might be a perk. Whether or not this is a big deal or not might come down to preference. You can't help but notice that the higher resolution textures of the other remastered versions also absent, favouring last-gen quality mapping. Switch by contrast plays without these upgrades, and even the extra tone-mapping and bloom of the auditorium's lights are missing. The other current-gen versions get the more physically-correct materials and lighting interactions, whether that's on faces, clothes or brickwork. In terms of the platform comparisons, stacking up AC3 against the PS4 remaster reveals parity in base resolution, but the differences elsewhere are legion. In common with many Switch games, it's actually better suited for the handheld display, with the smaller screen real estate serving to hide some of the game's blemishes. Barring a step back in texture filtering quality, and a tweak to the resolution of depth of field, you otherwise get the same game on the go. ![]() Switch delivers a native 720p here, a pixel-perfect match for the screen, while retaining all of the visual detail and fidelity of the docked experience. Ultimately, 1080p is a nice plus point, but image quality overall is cut down compared to the other versions.Īlso impressive is the portable play. Other aspects, like Switch's low-grade ambient occlusion and shadows, introduce shimmer of their own as well. ![]() That's not to say it's perfect though: the post anti-aliasing takes away some of the clarity - and it misses dithered elements with lots of sub-pixel detail. It represents a huge boost over Wii U's native 720p, and brings it up to the level of base PS4 in terms of sheer pixel output. Dynamic resolution can't be fully ruled out, but that's the fixed resolution result I get from every sample. The big surprise is that this game does run at a native 1920x1080 while running docked to a TV. Clearly, cuts have been made on Switch - but where? And to what extent does it impact the overall experience? Equally problematic is the fact that this release is delivered via a 13.6GB install, down from the 45GB on PS4. The game suffers from a lot of jaggies and it would be nice to eliminate these a bit more with higher levels of AA.Assassin's Creed 3 Remastered arrives on Switch after a month's delay, but the question it poses is simple: is this truly a remaster? Based on close comparisons, its visual feature set is more in line with the original last-gen releases - lacking the new rendering features of the PS4, PC and Xbox One versions. Anything above Normal at 2560x1440 will become borderline unplayable at certain times in the game. One could turn off SLI but at certain resolutions the game would be slower than desirable.Īlso has anyone heard anything about alternate SLI compatibility bits for use with NVInspector? Anything to increase performance a bit through increased GPU usage? This game really needs some help at times when using higher AA settings. What I am wondering is what effect this might have on performance. Īpparently setting Alternate Frame Rendering 2 will fix the issue (it does). I came across this thread on the geforce forums. Most notably in the frontier, in deep snow. Despite their efforts to release a new driver, those people running an SLI setup get flashing textures and objects on screen. So AC3 is available for PC now and is heavily advertised by Nvidia.
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