PORTING AND
CROSS-PLATFORM

PORTING AND
CROSS-PLATFORM
PORTING AND
CROSS-PLATFORM

The constraint decides the port

An open wireframe cube crossed by diagonal lines converging at its corners.Wireframe cubes nested inside a larger open cube, drawn in indigo and periwinkle line work.Wireframe planes stacked in ascending steps above a dense lattice.

Cross-Platform Adoption

Engine, renderer and performance

Engine version uplift, renderer backend and shader work, then profiling against a frame-time budget you can hold. Resolution strategy and LOD decided per target rather than copied across, because docked and handheld are not the same machine.

Memory and data

Texture work against the target's compression format, streaming and load-time budgets, package layout and install markers. Recompression is cheap. Re-authoring is where the cost lands, and the assessment says which one the target actually needs.

Input, interface and platform services

Touch is a redesign rather than a remap: no hover, no right-click. Safe areas, legibility at handheld distance, correct controller glyphs, then trophies, achievements, cloud saves, cross-play and account linking wired to each platform's rules.

Certification

Sony TRC, Microsoft XR, Nintendo lotcheck. Suspend and resume, controller disconnect mid-session, profile switching, storage removal, save compatibility across patches. These are scheduled work, not a gate you discover in the last fortnight.

How an engagement runs

The same engagement model as any other Evoc8 capability, scoped to answer the question you are actually asking: can this ship there, at what quality, by when.

01

Assess

A feasibility pass across the codebase and the target. Memory headroom, renderer path, middleware and anti-cheat support, and the certification items most likely to fail this particular build.

02

Design

The port plan. Which assets are re-authored and which are recompressed, the frame-rate and resolution target on each SKU, what changes in the interface, and where the schedule risk sits.

03

Prove

A slice running on target hardware. Frame time, memory and load times measured on device under sustained load, long enough for thermal behavior to show up rather than a three-minute benchmark.

04

Expand

Full content pass, platform services, localization gates, and the compatibility matrix across every hardware and display configuration the platform holder tests against.

05

Sustain

Submission, certification support, and patch parity afterwards, so the new SKU stays level with the live builds instead of drifting a version behind them.

What you are left with

A shipping SKU on the new platform, with the performance targets it holds, the certification record behind it, and the compatibility matrix it was tested against.

Evoc8 can carry the patch cycle afterwards or hand the build back with the platform knowledge written down. A port only your vendor can rebuild is a dependency, and we would rather leave you the pipeline.

See the port work →