In addition, the texture filter gets even worse. In split-screen mode it drops to 720×432 (it can even go down further – getting images from the portable mode is difficult).
Dynamic resolution drops even further and although 720p is within reach, you will probably find something far below that. However, visual compromises get stronger. In portable mode we have the same performance profile, meaning that it mostly runs at 60fps. Anti-aliasing is present, but combined with inconsistent resolution, playing Rocket League on TV may represent too many visual compromises. It is not so impressive on the big screen, where the compromises increase with a low quality texture filter, a pity considering that the textures on the floor dominate the playing field. The resolution varies according to the game mode, 4vs4 matches produce more dynamic action and affect the image more. In singleplayer and online mode it is almost the same as you have on PS4 or Xbox One, but it has its costs: resolution and visual fidelity.Ĭompared to the PS4 version, the big compromise is the use of a dynamic converter, which reaches a maximum of 1280×720 either in dock or laptop, but we found 1024×576 as the minimum in split screen – resolutions worthy of the previous generation. The Rocket League gameplay has been well converted and the feeling is good, the frame-rate only drops when there are big explosions or in one of the split-screen modes. The question is not whether the port is possible, but what are the smart arrangements made to run the game on a chip designed especially for mobile applications.Ĭurrently, the final product moves in a narrow line, Panic Button reversed the priorities in relation to what it did in DOOM.
In addition, the team knows how to pull the switch – they were responsible for the amazing DOOM 2016 port for the Nintendo console (and are working on Wolfeinstein 2). Panic Button was responsible for the PS4 and Xbox One versions, and knows the game well. Compromising this is not acceptable – it wouldn’t be Rocket League. It is also a game designed for 60 frames per second. It is a game built with Unreal Engine 3 – technology that is not compatible with the Switch. Although not a technologically advanced game, it is a game built for the current generation hardware from Sony and Microsoft, raising the bar. Rocket League shouldn’t be difficult to convert to Switch, but Panic Button faced several challenges in this adaptation. Digital Foundry – Rocket League Switch looks beautiful in mobile mode