Virtuos talks porting games to Switch, gives other devs advice

Though Panic Button has gotten most of the spotlight for its Nintendo Switch ports like Skyrim, Rocket League, and Doom, Virtuos is doing some great work as well. The developer has helped bring over L.A. Noire, Dark Souls Remastered, and most recently, Starlink: Battle for Atlas. got a chance to sit down with Virtuos and chat all things Switch. A fascinating tidbit came up when the developer was asked if they’d give any advice to other Switch developers.

Our best advice: Don’t try to force what worked on other platforms on the Switch. You might need to change your approach to get the most out of the hardware.


Common areas to focus should be data compression, forward vs deferred rendering, vertex processing and a scalable threading model. Teams should also start considering Lotcheck requirements from the beginning, especially for features that involve multiplayer or something non-standard, in order to avoid surprises during the final phase of bug fixing.


Nintendo has a pretty sophisticated online system for creating Lotcheck related documentation, test cases and even automated testing, so take advantage of it. Start preparing these things early, upload a build for automatic test as soon as possible and deal with any issues even before your final crunch. Don’t forget about Amiibo – if you are considering Amiibo, make the decision early so that you have as much time as possible to design and test full support including extreme cases and failure scenarios.”

It’s a great perspective, one that many fans will undoubtedly want to hear. We’re all aware that the hybrid system is less powerful than its competition, but to what extent? This answer indicates the hardware difference doesn’t have to be a major burden, given the right development strategy.

What should Virtuos work on next? Comment below, let us know!

Aric Sweeny
Former Editor-in-Chief, now staff writer here at NE. I'm an English student in California. Let's talk Pokémon.