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Forums - Nintendo Discussion - Would it be possible for the Wii U to run Zelda U at 60fps?

Not even in your dreams.



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I actually think 1080p or 900p 30fps would be more likely than 720p 60fps. The Wii U's bottleneck apparently is its CPU. Rendering a higher resolution has very little additional draw on a CPU. Rendering more frames on the other-hand can be quite limited by CPU power, in some instances more than it would the GPU. Knowing very well how much greater both the amount of memory and the memory bandwidth of its GPU is compared to last gen consoles, and also the modern features its GPU possesses, and its target for efficiency overall 900p or 1080p for a game like Zelda U wouldn't be impossible. Now that would probably mean Nintendo would have to forfeit AA. And the image while clearer would probably still have quite a bit of jaggies. I think I would rather a 720p blur with no jaggies (due to good AA.)

We still know very little about the Wii U's hardware.



spemanig said:

I'm not trolling. This question comes from a place of ignorance. I'm inclined to think that the answer is obviously no, as the world is so large, but I don't know how this stuff works. Zelda U clearly doesn't need to worry about crazy high res textures and polygon counts like other open world games on consoles of similar power, and it is being worked on by a team that knows how to get the most out of the hardware, but I don't know if that would help enough.

Basically, with what we've seen of Zelda U, is does it seem possible that the Zelda team could be able to reach that level of 60fps? Or is it completely not realistic, given what we've seen. This is also assuming that the resolution was no less than 720p. I'm not asking if it will run at 60fps, because I have a feeling it will be 1080p 30fps. I'm asking if it could.


This is just a dumb article honestly. If you do your research, EVERY first party and most other third party games run at 720p and 60fps. They make sure FPS is the prioity and 720p rather than 1080p. However, Smash runs smoothly 8 player smash 1080p and 60fps literally with no issues. It certainly is possible. But 60fps is a no brainer. The matter on the resolution should be the topic question.



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Damian.W said:
No, i doubt it.

Windwaker, despite much simpler visuals, ran at 30fps.
Mariokart, a on rails racer, ran at 60fps, at 720p.
An open world Zelda that looks gorgeous and almost the size of Skyrim? How would they acheive 60fps? Not possible.


First off, the new Zelda is bigger than Skyrim. Just so you know. And second, it is possible for them to achieve 60fps. The Wii U can handle it. Now, with the open world like Zelda, 1080p and 60fps might not be possible, but 720p and 60fps is possible.



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Damian.W said:
No, i doubt it.

Windwaker, despite much simpler visuals, ran at 30fps.
Mariokart, a on rails racer, ran at 60fps, at 720p.
An open world Zelda that looks gorgeous and almost the size of Skyrim? How would they acheive 60fps? Not possible.

windwaker could run at 60 fps no problem and everyone knows that. what do you mean by "on rails racer"?

I'm pretty sure this zelda is much bigger than skyrim but what's stopping it from reaching 60fps besides design choices? we have to wait untill nintendo tells us the resolution and framerate.



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It will be 720p 30fps. If im wrong i will be very surprised. The Wii U just isnt that graphically powerful. Reaching either 1080p or 60fps is very difficult for such a small cost efficient console.

I do think though that Zelda U will be incredibly beutiful either way.



baloofarsan said:
This question also comes from a place of ignorance:
Are 60fps and 30fps the only options?
Is it possible to lock the framerate at 40fps or 50fps?

Consoles don't support v-sync, from what I recall. You'll have a lot of screen tearing if you run the game on a 30hz/60hz display at anything that isn't an even or half multiple of 60. Basically the 60hz means the screen refreshes 60 times/second. If you have an fps locked at 30 you'll have a frame for every other refresh. Or if your television supports 30hz, you'll have a frame for every refresh. Now if you have say a framerate of 40 fps, every so often you'll have an extra frame that occurs in between two others (rather than there being a frame every other refresh.) This leads to tearing of the image where your eye sees part of the previous and next frame. There are techniques that can accomodate for this in PC gaming, since they can't really lock framerates for all PC's. These are called v-sync, g-sync, etc. For consoles, however, if a game is 40 fps they'll have to accomodate for this tearing some other way, and in many cases they might not be able to without expending more resources which would bring down their framerate to 30fps anyway. So usually developers either lock their game at 30 fps or 60 fps. And if it is 30 fps they provide more graphical features. 

Also for PAL countries, the televisions have refresh rates of 50 hz and the games run at 25 fps, if I recall correctly. All displays tend to support 24hz, because that is the standard for television and movies. 



Ruler said:

what happens if you put rgb output into your wiiu does the lower resolution result into higher frame rate?

No. The console renders the game completely in HD, and then some chip scales the output down to fit into the RGB-output. That's true for all alternative outputs on consoles. It would put a lot of work onto the devs to create the game to fit to different outputs and change the rendering based on that. And no, higher frame-rate doesn't happen automatically from the system of the console. They could do it - but the frames would look the same until the game has calculated a new world status.



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Paatar said:
spemanig said:

I'm not trolling. This question comes from a place of ignorance. I'm inclined to think that the answer is obviously no, as the world is so large, but I don't know how this stuff works. Zelda U clearly doesn't need to worry about crazy high res textures and polygon counts like other open world games on consoles of similar power, and it is being worked on by a team that knows how to get the most out of the hardware, but I don't know if that would help enough.

Basically, with what we've seen of Zelda U, is does it seem possible that the Zelda team could be able to reach that level of 60fps? Or is it completely not realistic, given what we've seen. This is also assuming that the resolution was no less than 720p. I'm not asking if it will run at 60fps, because I have a feeling it will be 1080p 30fps. I'm asking if it could.


This is just a dumb article honestly. If you do your research, EVERY first party and most other third party games run at 720p and 60fps. They make sure FPS is the prioity and 720p rather than 1080p. However, Smash runs smoothly 8 player smash 1080p and 60fps literally with no issues. It certainly is possible. But 60fps is a no brainer. The matter on the resolution should be the topic question.

Like it has been said in this thread. Every single Zelda game, except for ALBW has ran at 30fps. Furthermore, Windwaker HD ran at 30 fps. Even if it is possible for Nintendo to run the game at 60 fps with its current graphical fidelity, they'd likely spend their time elsewhere (such as AA) for a locked 30 fps. 



sc94597 said:
baloofarsan said:
This question also comes from a place of ignorance:
Are 60fps and 30fps the only options?
Is it possible to lock the framerate at 40fps or 50fps?

Consoles don't support v-sync, from what I recall. You'll have a lot of screen tearing if you run the game on a 30hz/60hz display at anything that isn't an even or half multiple of 60. Basically the 60hz means the screen refreshes 60 times/second. If you have an fps locked at 30 you'll have a frame for every other refresh. Or if your television supports 30hz, you'll have a frame for every refresh. Now if you have say a framerate of 40 fps, every so often you'll have an extra frame that occurs in between two others (rather than there being a frame every other refresh.) This leads to tearing of the image where your eye sees part of the previous and next frame. There are techniques that can accomodate for this in PC gaming, since they can't really lock framerates for all PC's. These are called v-sync, g-sync, etc. For consoles, however, if a game is 40 fps they'll have to accomodate for this tearing some other way, and in many cases they might not be able to without expending more resources which would bring down their framerate to 30fps anyway. So usually developers either lock their game at 30 fps or 60 fps. And if it is 30 fps they provide more graphical features. 

Also for PAL countries, the televisions have refresh rates of 50 hz and the games run at 25 fps, if I recall correctly. All displays tend to support 24hz, because that is the standard for television and movies. 

Thank you very much for this info!