What we did do was integrate (relevant) parts of the 4.19/4.20 changes in a staged fashion to get the game running on the switch platform. Bringing all of these changes back to 4.20 would be a huge and extremely risky undertaking. Later UE4 versions behave differently, also a lot of custom changes where made all through the UE4 networking and gameplay systems. How are we ever going to integrate changes from the main game if there is such a huge difference in source code/assets. Additionally, Ark uses a custom Engine version and isn't even completely compatible with a clean UE4.5. UE4 serialization is only backwards compatible for a few versions. There are many reasons to not take this approach, the most important ones being: So the first question a lot of people ask is obviously "why don't you just upgrade to Unreal Engine 4.20?". Steps we took to address all of these issues as best as we could in the available time: Get it running On Switch we where limited to a 16gb cartridge. Package Size: The original game is around 27gb on PS4 (and that is with PS4 supporting native package compression.).Which is nearly half of what is available on other consoles. But due to the Switch's OS and other overhead we're effectively limited to 3GB. The Switch GPU can be compared with a downclocked Nvidia Shield. Graphics: Our goal was to keep the entire deferred rendering pipeline of the original game.Switch support: Unreal Engine 4.5 is several years old (from 2014), it doesn't have /any/ Switch support.Other console platforms have more than twice that number of cores, and easily twice the raw power per core.
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