curl-6 said:
Nuvendil said:
Agreed, but they caught on quick though. It's not like a lot of games on the early 360 where the devs were tripping over themselves to figure out how to use the hardware. More like a second year game. And I think some of it was design miscalculations. I think they underestimated the impact on performance they would see in portable and failed to make the smart compromises they could have made for that mode. I'm personally impressed most by Monolith Soft's ambition, which is why I count them among Nintendo's elite. They could have just left the engine at X levels and reeled in their ambition for a more compact project than 2, I don't think anyone would have necessarily complained so long as it was good. They didn't have to make such a big game and they certainly didn't have to overhaul the lighting, foliage system, implement per-object motion blur, create a new volumetric cloud solution. Their willingness to pursue big projects regardless of the challenges that brings is something you don't find much in the industry these days.
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The upgrades to shading and foliage are nice, and the cloud simulation especially so. And while some may criticize it, I like that, seemingly alone among Nintendo's first party studios, they appreciate the value of anti-aliasing. Still, it does kind of feel like maybe they built a lot of it before they had a good idea of what the target hardware would be. For instance, I'd expect an exclusive for a system with 3GB of RAM and a Tegra X1 to have better textures, and a higher resolution both docked and when portable.
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Yeah, texture quality improvements are not consistent in all instances. Some are quite nice, others are not. I think that definitely came from not having the hardware in hand, it feels like they may have done texture quality reduction near the end of development to perhaps help alleviate unanticipated performance issues. I definitely think their next game will have greater consistency there.