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sc94597 said:
quickrick said:

GTAV on 360>> zelda, it's doing way more technically, and looks better. GTA5 has lots of simulated people and lots of cars and lots of other simulated systems running concurrently, which incredibly taxing, on top of all that it shaders, IQ, and textures are all better. Ii Don't think wiiu can handle GATV. pics are from Digital foundry for both games. please look at the pics full screen, yea zelda does grass better, because the game is based around a forest, gtav does everything else better

You'll need to substantiate a few of these statements with some details.  

GTAV (like all city-based sandboxes with many people walking about) cuts quite a few corners when it comes to "simulations". The AI, like in every other game, is just varying complexities of conditional statements prescribing a small subset of pseudo-random scripted paths, much of the heavy computational work doesn't occur until you interact with them. So sure, there are many dozens of people on the screen, but the five to ten you're interacting with are taking up more of the computational work than all of the others walking about their scripts in the background. Breath of the Wild's analog to this is its wildlife (foxes, fish, birds, etc.) So really the bulk of computations for both games (GTA and BoTW) are being produced by the immediate enemies and persons with whom you interact. The question then is, how taxing are the individual interactions themselves?

Where the heavy computational work comes about is in things like dynamic weather, car collisions, fire, explosions, particle effects, magnetism, kinematic approximations, dynamic approximations, etc.  There is nothing quite spectactular about GTA V's implementation of these things, and it's not as if BoTW doesn't have a dynamic physics or weather system of its own. In fact, in many ways there are more things happening in BoTW at once in certain circumstances (such a dynamic system of wind, combined with simulated fire, and its effects on nearby enemies during combat while calculating the kinematics and dynamics of the physical interactions between enemies.) 

One of the more taxing intersection of simulations in the Wii U version of Breath of the Wild is using the fire rod to burn grass while the dynamic wind system blows (see: below.) 

compare it to GTA V's implementation 

Shading and lighting-wise Breath of the Wild is definitely a level above GTA V (on 360) in most circumstances.

Image-quality wise they are the same, both 720p titles with post-processing anti-aliasing, both have crappy texture filtering. 

In terms of texture-quality the games are comparable too. 

The Wii U probably would have no problems handling GTAV, in some situations better and in others worse depending on whether or not the specific technical feature is CPU-bottlenecked or memory-bottlenecked. On the other-hand, due to memory limitations I don't think the PS360 can run Breath of the Wild without large concessions. That was the major bottleneck for even the Wii U version of the game. 

i disagree here big time, shading and lighting look better in GTAV, textures as well, IQ easily goes to GTAV, just look at the pics, the IQ in zelda is horrible on wiiu. look at zelda  on wiiu as soon as it goes in densely populated  are like karoki forest which doesn't even compare to GTAV city, frame rate starts to hit 20 fps for long periods.