For the two Switch consoles, I'm pretty sure the the only way to get something good out of an MGS 4 games that was a specialised build specifically using multiples magics tricks to get the most out of the PS3 hardware tech and in some cases, bypass or get around this console's limitations by achieving a technical marvel for that time. That's why it's so hard to port elsewhere, they rely heavily on the special and specialised hardwares strengths and work around it's weaknesses so at the ends they must have built codes snippets and specials algorithms to get the game done.
To port it and succeed, you have to get one of two things are all of those if you are lasy: Get an excessively powerful hardware that have enough power to emulated it without changing anything to the codes, Wich is not a way to go because it would take a console that would be too expensive, by a very lot, from what we have currently and be out of reach for any gamers out there, or take a look to the sources codes with people who work on it's original version and explained and guided new development teams on what parts of codes was done for and the usages they had to it and also revised the rest of the sources materials to adapted it to moderns ways of doing things and more efficiently, even used AI to help get ideas and directions to optimize everything from the loading of textures to the draw Technics in an efforts to make everything a lot more efficient with less codes while being more sharp. Create codes to work around the old specials one and build codes that would replace those workaround with more efficients revised codes. Even that would be not enough in some cases to succeed. Depending on which system you built your game, you may had to once again used specialised codes and works around to circumvent the hardware limitations and/or specialized way of doing things.
Depending on how Konami want ton invest into this collection, it would really surprised me that they would pay multiples teams and let them building it on such limited devices that would required a very deep and strong rework of the game... At that pace, you would consider to remake the whole thing more than adapted the old codes because sometimes, remake are easier to do that porting the old games to new platforms...
So I think that Konami will choose the "Game Key" Solution for the Switch 2 and probably a compromised of Streaming version or Stream Part of codes or textures for the first one or even, maybe a whole Stream solution for both Switch and maybe other systems too...
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Re: The Metal Gear Solid 4 Remaster Can Finally Deliver On The Promise Of Its Earliest PS3 Demo
For the two Switch consoles, I'm pretty sure the the only way to get something good out of an MGS 4 games that was a specialised build specifically using multiples magics tricks to get the most out of the PS3 hardware tech and in some cases, bypass or get around this console's limitations by achieving a technical marvel for that time. That's why it's so hard to port elsewhere, they rely heavily on the special and specialised hardwares strengths and work around it's weaknesses so at the ends they must have built codes snippets and specials algorithms to get the game done.
To port it and succeed, you have to get one of two things are all of those if you are lasy: Get an excessively powerful hardware that have enough power to emulated it without changing anything to the codes, Wich is not a way to go because it would take a console that would be too expensive, by a very lot, from what we have currently and be out of reach for any gamers out there, or take a look to the sources codes with people who work on it's original version and explained and guided new development teams on what parts of codes was done for and the usages they had to it and also revised the rest of the sources materials to adapted it to moderns ways of doing things and more efficiently, even used AI to help get ideas and directions to optimize everything from the loading of textures to the draw Technics in an efforts to make everything a lot more efficient with less codes while being more sharp.
Create codes to work around the old specials one and build codes that would replace those workaround with more efficients revised codes.
Even that would be not enough in some cases to succeed. Depending on which system you built your game, you may had to once again used specialised codes and works around to circumvent the hardware limitations and/or specialized way of doing things.
Depending on how Konami want ton invest into this collection, it would really surprised me that they would pay multiples teams and let them building it on such limited devices that would required a very deep and strong rework of the game... At that pace, you would consider to remake the whole thing more than adapted the old codes because sometimes, remake are easier to do that porting the old games to new platforms...
So I think that Konami will choose the "Game Key" Solution for the Switch 2 and probably a compromised of Streaming version or Stream Part of codes or textures for the first one or even, maybe a whole Stream solution for both Switch and maybe other systems too...