THE SHORT VERSION
- Digital Foundry's analysis, summarised by Nintendo Life and Nintendo Everything, puts Modern Warfare 4 on Switch 2 at 30fps in the campaign, 60fps in multiplayer and 40fps in DMZ on a 120Hz display.经 Nintendo Life 与 Nintendo Everything 转述,Digital Foundry 的测试显示《现代战争 4》Switch 2 版战役 30 帧、联机 60 帧,DMZ 在 120Hz 屏幕上为 40 帧。
- Resolution is dynamic: 900p docked in DLSS mode with a 450p floor, a 1080p target with SMAA, and 720p handheld dropping to 360p. Bump mapping, screen-space reflections and campaign self-shadows were removed.分辨率是动态的:DLSS 模式底座 900p、最低 450p,SMAA 目标 1080p,掌机 720p 最低 360p。凹凸贴图、屏幕空间反射与战役自阴影被移除。
- Ray-marched smoke, rasterised global illumination, glass destruction and the New York mission's NPC density survived. Digital Foundry calls it a job well done; multiplayer still drops into the 50s and the high 40s.光线步进烟雾、光栅化全局光照、玻璃破坏与纽约关卡的人物密度得以保留。Digital Foundry 认为移植做得不错;联机仍会掉到 50 多帧与 40 多帧高位。
The frame rate targets帧率目标
Digital Foundry has published its technical analysis of Call of Duty: Modern Warfare 4 on Switch 2, the first Call of Duty on a Nintendo platform in more than a decade. Nintendo Life sums up the split by mode: 30 frames per second in the campaign, 60 in competitive multiplayer, and 40 in the DMZ extraction mode if a 120Hz display is connected. Nintendo Life dates the previous Call of Duty on a Nintendo console to the Wii U era, which sets what this version has to prove.Digital Foundry 公布了对《使命召唤:现代战争 4》Switch 2 版的技术分析,这是十多年来首款登陆任天堂平台的《使命召唤》。Nintendo Life按模式概括了分配:战役 30 帧每秒,竞技联机 60 帧,DMZ 撤离模式在接 120Hz 屏幕时为 40 帧。Nintendo Life 把上一款登陆任天堂主机的《使命召唤》追溯到 Wii U 时期,这也决定了这次移植要证明什么。
Nintendo Everything carries the same figures from the same analysis and fills in how well they hold. The campaign stays at 30 except for drops during the Paris shootout, and DMZ stays at 40. Multiplayer is the one mode that moves, falling into the 50s and occasionally the high 40s. That split is familiar from earlier generations of weaker hardware, and it is why the multiplayer figure matters more than the campaign one. The 60fps target is what makes the port feel like the same game, and it is also the target that slips.Nintendo Everything转述了同一份分析中的相同数字,并补充了它们的稳定程度。战役除巴黎枪战段落外保持 30 帧,DMZ 保持 40 帧。会波动的是联机:它会掉到 50 多帧,偶尔掉到 40 多帧的高位。这种分配在性能较弱硬件的世代里并不陌生,也正是联机帧率比战役帧率更值得关注的原因。60 帧这个目标是让移植版玩起来仍像同一款游戏的原因,也是会失守的那个目标。
Two upscalers, two trade-offs两种放大方案,两种取舍
Resolution depends on the anti-aliasing option selected. The port ships with an in-house option by default and also offers DLSS and SMAA T2X. In DLSS mode the game runs at a dynamic 900p when docked and falls to 450p in the worst cases; SMAA resolves to a higher 1080p target. Handheld runs at a dynamic 720p with a low of 360p in heavier missions. The in-house option is the default, so the two named upscalers are a choice rather than the baseline. Digital Foundry found no visual difference between docked and handheld modes.分辨率取决于所选抗锯齿方案。移植版默认使用自研方案,同时提供 DLSS 与 SMAA T2X。DLSS 模式下底座运行为动态 900p,最差情况降到 450p;SMAA 则解析到更高的 1080p 目标。掌机为动态 720p,较重的关卡最低 360p。自研方案是默认项,两个有名字的放大方案更像是选项而不是基准。Digital Foundry 没有发现底座与掌机模式之间的画质差异。
The trade between the two upscalers is legible in the numbers. DLSS holds detail better in motion and in noisy areas that SMAA struggles with, and pays for that with a softer image overall. Multiplayer and DMZ get a separate SMAA setting that does not fix the transparency artefacts. Both figures are dynamic, so they move with the scene rather than sitting at a fixed value. Two options, neither of which closes the gap with PS5.两种放大方案的取舍在数字里看得很清楚。DLSS 在运动中和 SMAA 吃力的噪点区域保留更多细节,代价是整体画面更软。联机与 DMZ 另有单独的 SMAA 设置,但并没有解决透明表面的问题。两个数字都是动态的,会随场景移动,而不是固定在某个值上。两个选项,都没能补上与 PS5 的差距。
What was cut被砍掉的部分
Several effects did not make the trip. Bump mapping is gone. Screen-space reflections went with it. Self-shadowing is removed in the campaign and restored in multiplayer at a much lower resolution. Switch 2 also swaps level of detail more abruptly at fixed distances, drops transparency effects, and thins grass density in some missions. The asset resolution gap shows most clearly when the camera drops low. None of those cuts changes a gunfight. Together they change what a street looks like.有几项效果没有跟过来。凹凸贴图没有了,屏幕空间反射没有了。战役里的自阴影被移除,联机中恢复但分辨率低得多。Switch 2 版在固定距离上的细节层级切换更突兀,透明效果被削减,部分关卡还降低了草地密度。把镜头压低时,贴图分辨率的差距最明显。这些削减单独看都不影响一场交火,合在一起却改变了一条街的样子。
The install is smaller as well: 88GB against 120GB on PS5. That decides whether the download fits on a console with limited storage, and it arrives next to the visual reductions rather than instead of them. Modern Warfare 4 also shipped without Game Pass access, so the 88GB is a purchase for most players rather than a subscription download. A smaller install is the one cut that helps the platform rather than the frame rate.安装体积也小了:88GB,PS5 为 120GB。这决定了下载能不能装进存储紧张的机器,而它是与画质削减并列出现的结果,不是替代画质削减。站内此前的报道也提到,《现代战争 4》发售时并未进入 Game Pass,所以对多数玩家来说,这 88GB 是一次购买,而不是订阅下载。体积变小是唯一一项帮到平台而不是帮到帧率的削减。
What survived保留了什么
The systems that make a Call of Duty level feel like one are intact. Ray-marched smoke simulation is in, along with new rasterised global illumination, interactive smoke volumes, glass destruction, light projection on walls, and the NPC density of the New York mission. Smoke and destruction are the two systems players notice in a firefight, and both are here. Digital Foundry's verdict is that the port is a job well done, with the important elements in place.让一关《使命召唤》像《使命召唤》的那些系统都还在。光线步进的烟雾模拟保留了,新的光栅化全局光照、可交互的烟体、玻璃破坏、墙面投影,以及纽约关卡的人物密度也都在。烟雾与破坏是玩家在交火中最容易注意到的两套系统,两者都在。Digital Foundry 的结论是移植做得不错,重要的元素都保住了。
Keeping those elements also keeps cross-platform play fair. A Switch 2 player in a lobby with PS5 and Xbox players sees the same smoke, the same destruction and the same number of bodies in a street, even where shadows and reflections are thinner. Apex Legends' cross-play matchmaking tests show how much of that fairness now depends on matchmaking rules rather than on the hardware. Matchmaking decides who you meet. The port decides what you both see.保住这些元素也让跨平台对战保持公平。与 PS5、Xbox 玩家同场的 Switch 2 玩家看到的是同样的烟、同样的破坏、街上同样数量的人,即便阴影与反射更薄。《Apex 英雄》近期的跨平台匹配测试说明,这种公平如今有多少取决于匹配规则,而不是硬件。匹配决定你遇到谁,移植决定你们双方看到什么。
The costs of 30 and 4030 帧与 40 帧的代价
The costs are specific. Input latency rises at 30 and 40 frames per second, and Nintendo Life notes that it makes holding a kill-to-death ratio harder in multiplayer. Pre-rendered cutscenes hitch, though the same hitch appears on other platforms and gameplay itself is unaffected. The locked rates are stable, which is the trade on offer: a steady 30 rather than an unstable 40 or 50. A locked 30 is easier to aim with than a fluctuating 40, which is why the trade holds up.代价是具体的。30 帧与 40 帧下输入延迟会上升,Nintendo Life 指出这让联机中维持击杀死亡比更困难。预渲染过场会卡顿,但同样的卡顿在其他平台也存在,实际操作不受影响。锁定帧率换来的稳定是这笔交易的核心:稳定的 30 帧,而不是忽高忽低的 40 或 50 帧。锁定 30 帧比波动的 40 帧更好瞄准,这也是这笔交易站得住的原因。
Nintendo Life's review of the Switch 2 version scored it 9/10 and called it best-in-class bombast that does not shortchange Nintendo players. That is a judgement about the game, not a measurement of the port. The measurement is the frame rate dropping into the 50s during firefights, and the two should stay separate.Nintendo Life 对 Switch 2 版的评测给了 9/10,称其为一流的火爆场面,且没有亏待任天堂玩家。那是对游戏的判断,不是对移植的测量。测量是交火时掉到 50 多帧的帧率,这两者应当分开看。
What to watch after launch发售后看什么
The first thing to watch is whether patches raise the multiplayer floor. A drop into the high 40s during a firefight is the kind of thing a patch can address, and nothing in the analysis says it will. Xbox's hardware sales fell 14% in its latest quarter, which makes a Call of Duty that runs on Nintendo hardware a different release than it was ten years ago. Nothing in either report suggests a second Switch 2 Call of Duty is in production.首先看补丁会不会抬高联机的下限。交火时掉到 40 多帧高位,是补丁有可能处理的那类问题,而分析里没有任何内容说它会被处理。Xbox 上季度硬件销量下滑 14%,这让一款能在任天堂硬件上运行的《使命召唤》与十年前的那次发售不是同一件事。两份报道都没有提到第二款 Switch 2《使命召唤》正在开发。
The second is what Activision says next. The company told Nintendo Everything that Nintendo is all in on Call of Duty for Switch 2, which is a statement about intent rather than a schedule. Until a second title is dated, this port is the evidence for that claim, and its numbers are decent rather than ideal. Intent is cheap. A date is not.其次是动视接下来怎么说。该公司对 Nintendo Everything 表示,任天堂对 Switch 2 上的《使命召唤》是“全力投入”,这是关于意图的表态,不是排期。在第二款作品定档之前,这次移植就是这句话的证据,而它的数字算过得去,谈不上理想。意图很便宜,日期不便宜。
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