Porting The Sinking City to Nintendo Switch
summary
Port moves a 2 km^2 open-world Unreal 4.20 game with 33 km of streets from PS4/Xbox/PC to Switch in four months by profiling memory, render and game threads and targeting concrete bottlenecks. Work includes reduced character polygons by ~60% and halved head bones, replacing clothes and hair shaders (disabled cloth saves ~20 ms), creating LODs for everything over 1,000 tris, smaller streaming cells to avoid hitches, and removing reflection captures (≈150 MB front-end memory, ~7 ms render thread). Static NavMesh and clustered GC are added and stabilized.
AI-written summary · about
chapters (10)
- 0:00Switch porting project
- 3:14Switch feasibility and first build
- 5:03Research and profiling for optimization
- 9:26Character pipeline and mesh optimization
- 11:59City geometry and collision fixes
- 13:49Streaming and LOD adjustments
- 16:23Rendering optimizations and settings
- 19:15Switch performance changes
- 23:41NavMesh and GC optimizations
- 26:32Final thoughts and Q&A
related talks
02mNintendo Switch Support
43mNintendo Switch - Introduction for publishers & Developers
48mARK on iOS: Leveraging UE4 for 98% Content Reduction
45mTips and Tricks on Developing an Open World Game
23mFireside Chat: The next-gen console opportunity
01h 06mStorm Boy: The Game Game Director Postmortem
36mLessons learned: Shing! post mortem speech
01h 03mMaximizing Your Game's Performance in Unreal Engine
