| JustBeingReal said: The game's rendering a wide field of view to the main screen and then taking a portion of that data to reproduce on the gamepad, simple! It could be a far left or right section of the overall, but there's definitely no need for the engine to have to render one 720p and another 480p image, think of it like a PC multi-monitor deal or rather like a wrap around screen, only in the instances where the main screen image is pointing far off to one side, the gamepad portion is just on the opposite side, with zoomed in, with the cockpit pillars rendered in the front of that image. 720p, with wide field of view is what this is, never 720p+480p. It doesn't require any extra rendering of assets, accept for a slightly tighter LOD on the gamepad because the cockpit would physically be closer to the environment in front of the Arwing, Landmaster or whatever craft the player's controlling. Of course a developer can control what data their game will have to render, because they control how the camera's programmed to work for the player. |
It is not that simple.
Say the Gamepad is aimed almost straight downwards while the Arwing flies straight ahead at considerable altitude, as seen in the Treehouse gameplay. The top-down view on the Gamepad is rendering things that don't even appear on the main screen, and even if they did, the angle is completely different, (top down instead of straight ahead) so it's impossible for it to just be the same view zoomed in.
Same goes for if you were to aim to the far left to far right while flying straight ahead, the different camera angle would not only show things not visible on the main display, but also from a different angle.








