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Miyamotoo 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.

Yeah I get that it's how they prioritize, but to forego such a basic component of modern graphics is still a mistake in my opinion. Not a huge deal, but still a slightly annoying niggle.

The one I'm really interested to DF cover is Xenoblade 2, which as a massive open world title presents a somewhat different rendering challenge than most of Nintendo's games.

Yes, with seems that AA is not on their list of priorities.

I expecting that res will above 720p in any case.

Monolith used AA in XCX on Wii U, so it would stand to reason they would continue to do so on stronger hardware. Same for Tokyo EAD with Odyssey for that matter, actually. For either game to not use it on Switch would be a technical downgrade from their Wii U efforts, which would just be bizarre.

The closest reference point to XB2 that we have on Switch at the moment is Breath of the Wild, a similarly massive open world title, which is 900p.