Tachikoma said:
The move to HD isn't and shouldn't be such a huge leap and milestone, all models and textures are normally created much higher resolution/complexity than theyre eventually used in games, this has always been the case, the studio has textures and models for all game assets that are higher quality than what it shipped with, the "move to hd" excuse is tired and pointless. Their engine however, is dated and doesn't push the hardware much at all, during my time assisting via EAD I was put on the team developing shader handling for the engine and I had to rewrite large portions of existing code to add in relatively standard shader logic that was missing, which i did, and documented in detail with commented codebases and full dsupport for their latest engine build, from what I can see from the final product, they did not utilize that addition to the engine and a lot of the render pipeline features that were in place in earlier builds have been nixed for a quick fix on framerates, along with geometry complexity, as apposed to further developing the engine and optimizing it to better use the hardware available. It is not a matter of "not being used to hd" it's a matter of "not investing enough time or effort to properly use the hardware" which is especially notable when you have an entire team at Nintendo EAD tasked with assisting for that very reason. As such, technically it is relatively poor quality, and it shows in many areas of the game that are off the beaten track, where geometry and texture data is cut back to maintain framerates elsewhere when in eyeshot. You say "focusing on something as trivial as lack of light", like its actually trivial, completely ignoring what that subtle change means for the rest of the game, completely ignoring the technical compromise in play. This is a technical analysis thread, i pick apart the technical aspects of the game, as a games developer, one that has worked partially on this very game through EAD, i give my view on the technological aspects and my opinions based on my knowledge of the hardware and how they have chosen to utilize it (or not utilize it), if that offends you then so be it, just understand that I don't sugar coat shit. So once again, I will say, this is a technical analysis, not a review, so "focusing on trivial things" rather than "the overall package" is entirely the point, if I approached in any other way it would be a pretty shitty analysis. |
So considering the fact the actual game engine doesn't push the hardware at all, from what I am understanding from your comments, would pushing back the release date a year have helped in polishing the product or were the choices made so early on it was too costly and difficult to make changes. The reason I am asking is now trying to understand the cutting corners purpose. I would assume since development they've had firsthand results from other first and second party development teams on how to properly use techniques yet seemingly dismissed it.
Considering your background would interaction between different animals in the wild dynamically have caused a too heavy burden on the engine or hardware? Sheesh, now I have so many questions..
I appreciate your patience with me.