Microsoft is absolutely killing it with their games and support of other gaming systems. It's amazing what can be done with game scaling across even vastly different hardware even if it needs some finely tuned approaches.
Here's the intro portion from the Digital Foundry Article @
https://www.eurogamer.net/articles/...of-the-wisps-switch-inside-an-impossible-port
Ori And The Will of the Wisps Switch Analysis: Inside An 'Impossible' Port
A stunning game runs at 60fps on a handheld - but how?
Moon Studios' Ori and the Will of the Wisps received critical acclaim when it released earlier this year and for good reason - its tight platforming action, gorgeous environments and evocative musical score serve as the foundation for one of the best 2D action games of the generation. It's a phenomenal follow-up to an already tremendous original game, and now, remarkably, that experience has transferred seamlessly to Nintendo Switch with few visual compromises. You can stack the game up against Xbox One X and it still looks great - and unlike many of these Switch miracle ports, it
still runs at its original 60 frames per second.
Quite how developers are able to extract so much from Nintendo's hybrid has always been a matter of mystery and wonder for us, but this time we're able to offer an insight into how this technological achievement was delivered. I had the chance to speak extensively with Gennadiy Korol - the game's lead engineer and studio co-founder - who shared insights into the creation of Ori and the Will of the Wisps along with the techniques used to deliver what is surely one of Switch's greatest ports.
When first looking at Ori, you might be forgiven for thinking it's a simple 2D game - one that would run with ease on any modern platform - but this couldn't be further from the truth. The fact is, modern graphics engines are typically designed to accelerate 3D graphics. Z-buffering, early occlusion, order independent transparency, draw call batching and more are all tools developers can use to improve performance in modern 3D games. With a 2D game like Ori, most of this isn't applicable.
Dozens of high-quality layers scroll in every direction delivering a convincing parallax effect, the speed of the game and size of the levels means constantly streaming assets in and out of memory as you play while physics, post-processing and special effects tax the GPU. At its core, Will of the Wisps is built on Unity... to a certain extent. With full access to the source code for the engine, the team has essentially crafted their own highly tuned fork nicknamed 'Moonity' which offers the performance and features necessary to built a game like this.