“We also fundamentally had to make choices on where to compromise. Of course, that doesn’t mean we simply reduced NPCs or anything like that. The key was to ensure players wouldn’t notice much difference and could have an experience as close as possible to PC.
In fact, we are using a new rendering technique called ‘Meshlets’ specifically for the Switch 2 version. It’s a much more efficient method, and applying this technology is actually one of the reasons development is taking a bit longer. In short, we chose technical solutions instead of radical compromises like the ones mentioned.
Of course, because Switch 2 has limitations in memory and other areas, some compromises are inevitable. But we made those choices in areas that aren’t very crucial to players. So even compared to other platforms, I don’t think players will notice differences like having fewer NPCs. Object detail is an example. For objects at a distance, PC maintains quality above a certain level, whereas on Switch 2, they might appear at slightly lower quality.
We made many decisions in those areas. On the other hand, when ray tracing is enabled on PC, the hardware has to process that workload too, but since Switch 2 doesn’t have ray tracing, that opened up various options for us as well.
To emphasize again, our goal was for the overall experience to remain identical. For example, we might slightly lower the detail on trees, but core elements the player looks at and the central aspects of gameplay must remain identical. Having fewer enemies appear is a non-starter. We haven’t changed the gameplay itself, so players don’t need to worry about the game feeling empty due to reduced NPCs.”