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Life is Strange: True Colors

Life is Strange: True Colors
Life is strange: True colors port to nintendo switch
Life is strange: True colors port to nintendo switch
How do you port a technically complicated game to Nintendo Switch without losing image quality and performance? Square Enix hired Dragons Lake to get a high-quality product for a new platform. Discover what we did to make the game run so smoothly on Switch.
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Deck Nine, Square Enix, and Dragons Lake

Pretty sure that Life Is Strange: True Colors would become a smash hit, Square Enix, a publisher known for its Final Fantasy, Dragon Quest, and Tomb Raider video game franchises, started looking for a dedicated team to be able to get their product into the Nintendo eShop. We joined the project while Deck Nine, developers behind True Colors, were still building the game for the other platforms. 

Our 15 Dragons, including programmers, technical artists, 3D artists, and QA pros spent a year making sure the players get the same experience on the Nintendo Switch as they would on other gaming platforms. 
Finally, after months of chugging espresso, our Switch version turned out impressive.

So how did we make the game look so good on Nintendo Switch?
By partnering with Dragons Lake, Square Enix was able to deliver a perfect experience to their players, despite the Nintendo Switch hardware limitations.
The challenge
Achieve pixel-perfect graphics, buttery gameplay, and rock-solid performance on Switch
Service delivered
Game porting
People involved
Up to 30 team members at peak season; 10-15 people on average. 
The team included programmers, technical artists, 3D artists, and specialized QA 
Platform
Unreal Engine 4
Launched
December 7, 2021 (just on time before Christmas)
By partnering with Dragons Lake, Square Enix was able to deliver a perfect experience to their players, despite the Nintendo Switch hardware limitations.
results
results
  • Ported the full, uncut game to Nintendo Switch
  • Rebuilt the lighting engine
  • Maintained 30 FPS throughout the entire playtime
  • Achieved the visual quality comparable to the other platforms
  • Reworked high-detail character models and environmental objects
  • Optimized for both docked and “on-the-go” handheld modes
solution
solution

Being able to deliver graphically advanced games to the player on Nintendo Switch is a technical challenge. You probably know that. So before we get into a rabbit hole of techie language, we’ll just tell you that we optimized and reworked the CPU processes to squeeze as much performance as possible and render the scenes at high quality with 30 frames-per-second. That said, we moved all the content, including facial animations, character performance capture, full uncut audio, a licensed music soundtrack, and all post-processing effects to the Nintendo Switch version of Life Is Strange: True Colors.

No, it wasn’t a cakewalk.

A bespoke lighting engine, entirely rebuilt for the Nintendo Switch

Life Is Strange is a narrative-driven game that feels like a movie. A huge part of this game’s feel and tone is dictated by lighting so we just couldn't overlook it on Nintendo Switch. But how do you deal with all those dynamic lights and realistic shadows? 

The problem is, when you're porting a game like this to a platform like Switch, you need to come up with some creative solutions. 

Our solution was to rebuild the entire lighting engine. We developed a custom light baking pipeline and implemented a brand new approach specifically for Switch to deal with reflection probes, shaders, and dynamic shadows for moving objects and people in scenes.

More than that, we made sure our Switch lighting model could also illuminate the faces blending away hard shadows and sharp lines.

By implementing Switch-specific processes to deliver each frame, we were able to create an immersive atmosphere with a similar level of lighting quality as on the other platforms. Plus, we nailed it in terms of performance.

high-polygon models, reworked to speed up rendering

Life Is Strange: True Colors is full of beautiful, carefully created objects of nature, realistic materials, and textures, and high-detail models which…of course… slow down the performance.

The thing is, models are made of polygons or triangles. Include too many triangles, and the game's performance will suffer. To avoid stuttering gameplay, we needed to reduce the polycount. That's usually done by applying specific programs known as mesh decimation algorithms. These programs can automatically reduce the number of triangles by 30%-40% for models to be less heavy. Great! What's the catch? The model quality can deteriorate significantly. Because we wanted to maintain a decent quality of models while still keeping the amount of detail, we decided to rework every single character model and environmental object within the game. We even hired additional tech artists to get the job done. 
We also changed the logic of how the database works with these models and used batching to combine several static objects – plant pots in the flower shop or a set of trees in the park – into a single object. This allowed us to minimize processing costs and speed up rendering time.  For example, the total scene polygons in the Haven Springs main street went down from 13 million to 9 million. We reduced scene polygons at the processing plant at the mine from 21 million to 10 million.  Despite reduced polygons and optimized performance, the game looks great. Some decrease in the level of detail is almost unnoticeable for the player. 
a performance-friendly anti-aliasing solution to kill the ‘rough edges’

Because pixels are square, they cannot properly display round objects. That's why they describe the edges of round shapes as a staircase of pixels. When the edges of an image appear jagged or, in technical terms, aliased, engineers employ a process called anti-aliasing to eliminate visual stair-stepping of edges on the screen.

FXAA (Fast Approximate Anti-Aliasing) and TAA (Temporal Anti-Aliasing) are two common post-processing anti-aliasing methods that we could use to smooth out the edges. 

The difference between these methods is that FXAA identifies and corrects the jaggies pixel-by-pixel causing minimal load on the GPU, and TAA looks at previously rendered frames to analyze the aliasing and project an anti-aliased version of the pixel. TAA is a much more resource-heavy process than FXAA. Said that, FXAA is not perfect either. It can blur things, especially text and HUD.

To solve the anti-aliasing dilemma, we chose the FXAA method to kill the 'rough edges' in the handheld mode. But in the docked mode, we went for the TAA solution because of its better visual quality but reworked it to minimize the GPU load. We used a combination of TAA and FSR to achieve the needed image quality.

All unique post-processing 
features rebuilt for Switch

Atmosphere, light shafts, bloom, depth of field, screen-space ambient occlusion (SSAO) – these effects are too heavy for Nintendo Switch to cope with. It would've been just fine to remove them, right? Maybe. But our goal was to achieve visual quality and keep the atmosphere which is very important for the LiS Story, comparable to that on the other platforms. That's why we reworked all the post-processing effects to create new Switch versions.

Docked or handheld, the game looks great in both modes

When you're playing True Colors in the docked mode, on your big TV at home, the game looks like it’s running at native resolution, and has an optimal performance. How is that possible?
We integrated the AMD FidelityFX Super Resolution (FSR) technique specifically for when the game is docked to increase the resolution to 1080p while maintaining a very solid 30 FPS.
When you play in the handheld mode, the graphics are going to look just as gorgeous, despite the small screen. We paid a lot of attention to detail here adjusting the UI and text size specifically for handheld play.
And I am the after image.
I am the before image.
client says

Life is Strange: True Colors was our most ambitious Life is Strange title to date so we had our challenges with how the high-fidelity character animations and performances would translate to a portable format. Dragon’s Lake rose to the challenge with exceptional technical expertise, professionalism, and commitment to meet our expectations. With their knowledge of the platform and smart solutions they ensured that we didn’t compromise on quality and delivered an excellent portable experience and a successful franchise debut on the Switch.

Daniella Damina
Daniella Damina
Producer at Square Enix
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