By using this site, you agree to our Privacy Policy and our Terms of Use. Close
caffeinade said:
curl-6 said:

It's not so much a matter of time or architecture as one of variable rendering load. In a game like Splatoon where the player has full control of where the camera points and where ink exchanges can fill the screen with alpha, the rendering load of any given moment can vary enormously. There are three ways to deal with this; allow resolution to vary with load, allow framerate to vary with load, or lock both to the worst case scenario. I think Nintendo chose correctly in taking the first option.

I am just saying the engine was (very likely) not built from the ground up for the Tegra X1 so some inefficiencies are probably present that may have been smoothed over if they had spent more time porting their engine.
It may not have been 100% 1080p but perhaps they could, and still can get it to 1080p 80 -95% of the time.

Nintendo are typically pretty good with optimization. With time they probably could've gotten the average resolution a bit higher, but I doubt a locked 1080p/60fps would be possible with Splatoon's tendency to chuck throw up a faceful of alpha at a moment's notice.