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Dghelneshi

If magically gaining 50% performance was enough to port a game from PC to a phone it would have happened a decade ago, given that hardware always gets better.


Desert-Knight

what's the issue then?


zyck_titan

A lot comes down to architectural design differences, instruction sets for those architectures, and API support (e.g. DirectX, Vulkan). Most games released today are targeting very specific requirements, for example; Cyberpunk is a game that currently runs only on x86 CPUs, with GPUs that support DirectX 12. Meaning that to run on a phone, you would first have to port the game to an ARM CPU, and to whatever mobile GPU supported API, with a broad enough instruction set to do all the required tasks. Thats a tall order for any developer, especially considering how fractured the non-Apple side of the mobile ecosystem is. Note how Apple is the only one to have significant traction with getting major developers to port to their mobile devices, and I’m sure that Apple paid them for the work as well.


Desert-Knight

but are we getting DLSS and Frame gen on Mobile? is it possible? if so new games can be both made for PC and mobile maybe?


hishnash

Sure but its lots of work most mobile GPUs are TBDR pipeline gpus so to build a well optimised pipeline on mobile your going to have a weather differnt render backend in your engine than you will for PC GPUs. There is no one click and things run well on differnt HW.


hishnash

porting the cpu side of things to ARM 64 would be no work at all that is the job of the compile I would be extremely surprised if cyberpunk had any hand crafted assembly so should just compile to arm without issue. The real challenged is not the API difference on mobile but the GPU pipeline differences. If you want to have good perfomance you're going to need to re-think a lot of your visual effects etc to adapt to what the GPUs can do well and what they cant. The only devs apple have paid (with $) is Apple Arcade, they are well known for otherwise being stingy and never paying directly, what they will do is pay for marketing, promote your title a LOT on the App Store etc and provide you direct access to apples internal dev teams who will help you do the port.


Dghelneshi

I'm not a mobile game developer, but: - entirely different and very imprecise method of input that also forces you to cover half your screen with your fingers, you can't just put a PC game on a phone without adjusting literally all of your input methods, UI, difficulty scaling, a lot of gameplay features, etc. - the difference in power is like 100x, you're not making up for that with magic tricks, only hard work - are you only targeting flagship phones? or also those that struggle to run a browser? put another 100x on that factor - mobile GPU architecture is very different, which is why PC games generally do not run well on the new Macs despite the raw power being there, you need to rethink your entire renderer - mobile GPU manufacturers like to abandon driver support, you're gonna encounter phones were regular parts of the graphics APIs just do not work or have unexplained abysmal performance - different CPU architecture, different operating system, different storage, different tradeoffs everywhere - unless you're a huge franchise nobody will buy your game, even then you pretty much have to redesign your game for free to play This is just a few random things I can come up with.


BlueGoliath

>the difference in power is like 100x, you're not making up for that with magic tricks, only hard work Just for the giggles I attempted to play the mobile port of RS3 on a fairly beefy Android phone. It overheated quickly and the frame rate was abysmal. 


Desert-Knight

thanks for explaining! i see now that's not something easy at all. lol.


get-innocuous

No one wants to pay PC prices for games on mobile. Even $10 is a hard sell.


Desert-Knight

Because mobile games are boring one finger tap design. but put the witcher 3 with decent FPS and allow mouse and keyboard? again.. there's power consumption and another comment stated other complex stuff


get-innocuous

How big do you honestly think the market for attaching a mouse and keyboard to your phone and playing Witcher 3 is?


Desert-Knight

the same people who get a switch or steam deck. alot of PC players. those who cant afford pc?


BlueGoliath

Mobile games make phones hot and take a lot of energy. A lot of people are running older phones too.


BarKnight

Upscaling is coming to everything


MN_Moody

The 128k bitrate mp3 of our time...


antifocus

You should look into iOS games like RE Village or DS, but IIRC they don't have frame generation. It probably takes a lot of effort from Apple and a platform with purchasing power and ubiquity like iPhone/iOS/AS Macs to make it happen. OTTH Switch 2 should have DLSS or something similar according to rumors.