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I'm not a programmer... but porting it to PS4 and Xbox One already was a HUGE nightmare. They spent several months in almost full crunch mode to get it to work the way it does now. Which is pretty impressive.
The game runs with 30 fps on Xbox one/PS4, 60FPS for Switch would be almost unachievable i think.
It's an extremely complex process to do these ports and takes lots of time and resources, even for stronger hardware than the switch.
Soo.. have you seen the 'Hellblade: Senua's Sacrifice' port?
Unity3D and UE4 - the main engines for NSW games as we can see.
I know this is an old thread, but I just found it and it is extremely interesting. I'm trying to make games myself and don't have much experience with console porting. Was the bottleneck the CPU or GPU? whichever it was, was it the case for all consoles and really just a performance issue or was it different for the switch specifically? if it was the CPU, was it the scripting for the AI that required more performance? if it was the GPU, was it the rendered models and the necessity for the camera to rotate? Could the game have worked without the camera movement and used pre rendered models?
Problem is last-gen console have like half the single thread performance of a modern CPU, and switch is almost half of that again.