Digital Foundry: Yoshi's Crafted World

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AngryLittleAlchemist said:
curl-6 said:

Like I always say, quality of pixels > quantity of pixels.

Is that figurative or are you being literal? 

Well, in the sense that I'd prefer 675p with lusher visuals over 900p with sparser, blander graphics.

curl-6 said:
AngryLittleAlchemist said:

Is that figurative or are you being literal? 

Well, in the sense that I'd prefer 675p with lusher visuals over 900p with sparser, blander graphics.

Oh ok. I think it's a little bit more confusing when you say "pixels" instead of just the visual presentation though   But I see what you mean. 

Unreal Engine 4 strikes again! I wonder who will be it's next victim ...

While it is surprising to see how low the resolution actually goes, the game looks really great for that. I did notice bluriness in handheld, but not to a degree that it made it less fun. Still I hope the final release or patches afterwards will increase the resolution performance a bit more.

675p and still looks good to me tbh.

Number of days to reach 50M from 40M : 198 days
Number of days to reach 60M from 50M : 187 days
Number of days to reach 70M from 60M : 175 days
Number of days to reach 80M from 70M : 227 days

Necro-bump this 2020: http://gamrconnect.vgchartz.com/thread.php?id=229249

Not getting demo so it doesn't ruin the gameplay. Buying day one probably, can't resist Yoshi games or this art style. Wooly World was underwhelming to play to me, but it was a visual treat and it brought me great joy.

Some of those resolutions get pretty low according to Digital Foundry, but I didn't seem to notice while playing through the demo. I wonder if it spends the vast majority of time at the 720p mark, and just on rare occasions dips below that (like the same frame that an explosion occurs or something like that).

I'll watch the actual video later when I'm not at work.

I'm trying to think if there could be a logical reason to release the demo at a lower resolution than the final product, but I can't come up with anything I find reasonable. Sure, Nintendo would want their demo to have a low file size, and they could pack in lower resolution textures to meet these demands, but they would still want the game to run at a higher resolution regardless, I would think.

I've played the demo. Regardless of the amount of pixels used the game looks spectacular, and has some of the most fun level design I have come across in a while.

I describe myself as a little dose of toxic masculinity.

30 fps on the map was obvious, but resolution is much harder to discern. There's not much difference between 675p and 720p anyway. Also, that's the demo build, so the final game might hit 720p.

If it doesn't, no problem. I really enjoyed the demo with the adjustment to the collectibles logic, the Schnuffelchen search and the sidequest that gives a pop-up message to exit the level immediately upon completion. Two side objectives that stretch the game's length and have good implementation.

Legend11 correctly predicted that GTA IV (360+PS3) would outsell SSBB. I was wrong.

A Biased Review Reloaded / Open Your Eyes / Switch Gamers Club

UE4 is a demanding engine, games made with it often run at lower resolutions; titles like Ace Combat 7, Tekken 7, Soul Calibur 6 are all 720p on the Xbox One for example, while Snake Pass is 864p on PS4 and 675p on Switch. It can produce stunning results, but its features seemingly come at a steep cost. Honestly though, that's fine by me so long as the tradeoffs made are the right ones, as they are here.

Last edited by curl-6 - on 19 February 2019