Digital Foundry: Mortal Kombat 1: 'Too Big' For Switch... But Stunning on PS5/Xbox Series X/S

John Elden Ring

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5 Jul 2022
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Every console version of Mortal Kombat 1 tested, including the much-maligned Nintendo Switch port. Top-end machines like PS5, Xbox Series X and S hand in a solid 60fps here with some of the best visuals seen in a fighting game. However Nintendo's handheld struggles to hand in a palatable experience, with huge visual cutbacks and a wavering frame-rate too.

- UE4, not UE5. Not cross-gen, only for PC/PS5/Series and surprisingly Switch.

- Switch:
- Switch: $70 price, 35GB (versus 114GB on bigger consoles)
- All game play features are identical.
- Lengthy load times, 15 seconds from menu to character screen (seamless on PS5/Series)
- Frame rate drops to as low as 4 FPS when picking characters
- A further 40 seconds to load the stage (6 seconds on Series X for comparison)

- Docked: 576p to 756p DRS. Typically hangs at higher DRS in 30 FPS segments (fatalities etc)
- Portable: Dynamic 720p with lows of 396p.
- Every facet of visuals is dropped or stripped out during stages, including SSR on some stages
- Lighting is altered and shadows are stripped and in some stages completely removed from characters
- Background characters which animate on other console versions are static on Switch, however some cloth etc physics remain.
- Facial animations for characters do not animate and remain static in pre-fight scenes
- Hitching and flickering on story cut-scenes as well.

PS5 - Series S|X:
- PS5 / Series X: Dynamic 2160p to 1800p. Visual settings are a match
- Series S: Dynamic 1440p to 1080p in GPU heavy moments
- Series S also has lower texture and shadow quality compared to X (but not really noticed outside of 300% zoom)

Performance:
- PS5, Series S|X 'watertight 60 FPS'
- They all cap to 30 FPS during intro and outros. The DRS is always the max in these segments as well with highest visual settings.

- Switch Performance:
- Intro cut-scenes jump between 10 and 30 FPS with 200ms frame time spikes
- Also momentary pauses after character intros before the next one is loaded
- Gameplay unlocks to 60 but often drops to 30s and 20s. Baseline is 55 to 60 with huge dips. When cameo fighters are called, it takes a nose dive.
- Stands in contrast to MK11's Switch port in terms of play-ability. (i-e it's much worse)

Conclusion:
- Avoid the Switch version for now, the other versions are all highly recommended.
 
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Arc

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Who had the bright idea of trying to cram a next-gen game on a two generations removed Switch?

But otherwise, sounds great.
 

Evilms

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Arc

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The insanity is, the Switch should be able to run the left one at an improved resolution or framerate, a trend that’s usually seen with 360 ports. At the least, the same. Probably would be a pretty cool release for Switch owners.

Instead they shove a PS5 game down the Switch’s throat, and cut down every setting until it looks universally blurry and awful, and still runs terribly. …Why?
 
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