{"id":31741,"date":"2024-05-31T15:17:38","date_gmt":"2024-05-31T06:17:38","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=31741"},"modified":"2024-05-31T15:17:39","modified_gmt":"2024-05-31T06:17:39","slug":"kingdom-come-deliverances-ambitious-nintendo-switch-port-took-2-years-of-work","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/kingdom-come-deliverances-ambitious-nintendo-switch-port-took-2-years-of-work\/","title":{"rendered":"Kingdom Come: Deliverance\u2019s ambitious Nintendo Switch port took 2 years of work, lead programmer reveals details"},"content":{"rendered":"\n<p>The Nintendo Switch port of Warhorse Studios\u2019 realistic open-world medieval<strong> <\/strong>RPG<strong> Kingdom Come: Deliverance <\/strong>was finally<strong> <\/strong>released in March this year, 6 years after the game\u2019s initial launch. The port was handled by Saber Interactive, the studio that famously got The Witcher 3: Wild Hunt to work on the Nintendo Switch. A recent interview with the lead programmer of Kingdom Come\u2019s porting project Anton Vasilev on <a href=\"https:\/\/automaton-media.com\/articles\/interviewsjp\/20240530-295513\/\" target=\"_blank\" rel=\"noreferrer noopener\">our Japanese sister-site<\/a> reveals some interesting insights into how the port came to be.&nbsp;<\/p>\n\n\n\n<p>When first presented with the idea of porting Kingdom Come: Deliverance to the Switch, Saber Interactive knew that they had an \u201cextremely difficult challenge\u201d before them. The studio started out by examining the game\u2019s source code and assets to evaluate whether a Switch port was theoretically possible. After getting the game to run, they entered the stage of optimization, which Vasilev describes as the most difficult part of the process &#8211; \u201cIt\u2019s not just about getting it to be playable, we had to make it enjoyable, which is why optimization was the most challenging task. It took about two years to complete.\u201d\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1268\" height=\"722\" sizes=\"auto, (max-width: 1268px) 100vw, 1268px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/05\/20240531-31741-001.jpg\" alt=\"\" class=\"wp-image-31745\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/05\/20240531-31741-001.jpg 1268w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/05\/20240531-31741-001-380x216.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/05\/20240531-31741-001-768x437.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/05\/20240531-31741-001-600x342.jpg 600w\" \/><\/figure>\n\n\n\n<p>Considering Kingdom Come: Deliverance\u2019s impressive scale, the team at Saber Interactive had to make balanced decisions about what to leave out and what to keep in the Switch port. As Vasilev explains, \u201cThe Nintendo Switch version runs at the equivalent of the PC version&#8217;s \u201cLow\u201d Image Quality setting. In development, we used the art assets of the Xbox One version, from which some static objects were removed, and then cut the highest resolution MIP level for all assets. We also removed some static objects with high LOD models, partially simplified the terrain graphics, and reduced the key frame rate of some animation sequences. In addition, we gave up on having surround sound support for audio.\u201d&nbsp;<\/p>\n\n\n\n<p>Vasilev reveals that the most difficult part of optimizing Kingdom Come: Deliverance\u2019s performance on the Switch was having it run at a sufficient frame rate, especially in large villages and busy battlefields. Ultimately, the team managed to achieve 30 fps in both TV mode and handheld mode. The developer notes that the most important goal in porting a game is to achieve a good balance between performance, memory handling, stability, and final quality.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1277\" height=\"708\" sizes=\"auto, (max-width: 1277px) 100vw, 1277px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/05\/20240531-31741-002.jpg\" alt=\"\" class=\"wp-image-31746\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/05\/20240531-31741-002.jpg 1277w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/05\/20240531-31741-002-380x211.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/05\/20240531-31741-002-768x426.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/05\/20240531-31741-002-600x333.jpg 600w\" \/><\/figure>\n\n\n\n<p>Kingdom Come: Deliverance is available for the PC (Steam), PS4, Xbox One and Nintendo Switch. The\u00a0\u201cKingdom Come: Deliverance Royal Edition,\u201d which includes the main game and five DLCs, was released for the Nintendo Switch on March 15, 2024.\u00a0<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Kingdome Come: Deliverance&#8217;s port to the Nintendo Switch came 6 years after the game&#8217;s initial release, and it took two years to optimize.<\/p>\n","protected":false},"author":55,"featured_media":31744,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[3],"tags":[],"class_list":["post-31741","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Kingdom Come: Deliverance\u2019s ambitious Nintendo Switch port took 2 years of work, lead programmer reveals details - 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Currently devoted to growing Automaton West to the size of its Japanese sister-site, while making sure to keep news concise and developer stories deep and stimulating.","url":"https:\/\/automaton-media.com\/en\/author\/amber-vjestica\/"}]}},"_links":{"self":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts\/31741","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/users\/55"}],"replies":[{"embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/comments?post=31741"}],"version-history":[{"count":3,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts\/31741\/revisions"}],"predecessor-version":[{"id":31749,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/posts\/31741\/revisions\/31749"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/media\/31744"}],"wp:attachment":[{"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/media?parent=31741"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/categories?post=31741"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/automaton-media.com\/en\/wp-json\/wp\/v2\/tags?post=31741"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}