Mnementh said:
Nuvendil said:
Monster Hunter 3 Ultimate was a quickly remastered Wii game, not an upscaled 3DS game. That's a massive difference in starting quality. Bringing Monster Hunter XX over with the same level of detail would have been far more work and take more time. Also, would not be surprised if the Switch's Monster Hunter is currently planned to be Monster Hunter 5. XX is an inbetween game, not the full blown next big entry. It could be it was planned from the start as a game to capitalize on the 3DS's twilight year while saving the bigger release for the Switch.
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Nope. You forget Wii was an SD console. That means 480p, which is 852x480. That are 409K pixels. 3DS has 400x240(x2 for stereoscopic view, which has to be rendered) + 320x240 for the touchscreen. As the main rendering in Monster Hunter is on the stereoscopic screen (touchscreen has 2D-elements), 3D-view has rendered for 192K pixels. So 3DS is only at around half the render-resolution. 1080p (which was Monster Hunter 3G running at) on the other hand has 1920x1080=2M pixels. The jump to HD is much more bigger than the minor change between Wii and 3DS.
Also on the memory side it is not looking good. Wii only had 88MB (is that right, Wikipedia says that, but it seems very low), 3DS had 128 MB. So Wii couldn't store bigger textures and models than 3DS.
So no, there was no massive difference in starting quality. Also, as far as I know, Capcom really ported the 3DS-version, as the Wii-version had lesser content. They would have to add this first. 3G on 3DS and WiiU could share data and had similar online, while the Wii-version had clearly different content.
And really, there was no big graphic difference between WiiU and 3DS (besides the resolution obviously). There was another detail or element here and there, but nothing serious.
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Don't know why you are quoting screen resolutions at me. When it comes to porting a game and doing a remaster, the resolution the original rendered at is pretty much moot. It's the polygonal complexity and texture quality that matter and that's where the 3DS lags behind the Wii in a very serious and noticeable way which is where the work comes in. I would assume - and it is a safe assumption - that when constructing the Wii U version, they would have used the Wii version's assets as often as possible, only falling back on the 3DS version's assets when they absolutely had no choice because those assets would need improving in various ways.
And singling out RAM is a massive oversimplification. If the GPU can't handle rendering the textures and polygons, the RAM count is entirely pointless. Now the 3DS has a much more modern GPU, making things a lot easier since the Wii often required you create custom shaders and such. But it's not as powerful.
And lastly, it's possible they didn't opt for a fast and dirty port like with MHU because MHU didn't exactly do gangbusters and they would prefer to have a more impactful release for the Switch.