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curl-6 said:
Mr Puggsly said:

Generally lowering the resolution has been enough with most titles. While some games likely compromise other effects to keep resolution/performance a little higher. As far as I am aware the difference between docked and portable is just GPU power.

With all considered, I suspect Nintendo opted for visual fidelity.

Prioritizing visual fidelity isn't Nintendo's MO.

Maybe it is in Super Mario games, at least partially. Because, you know, these games tend to look splendid no matter the platform. Nintendo reached an incredible state of art with the Galaxy entries, 3D World looks beautiful despite the 720p resolution (on Wii U), and Odyssey had a weird solution in portable mode that still managed to pump up the game to 720p. From DF's analysis of SMO: 

"Portable mode is even more intriguing. When you stand still - as we did for our comparison shots from the last preview code we saw - the game presents a full 720p image, but the second you start moving, it becomes clear that the image isn't as stable as it should be. From what we can deduce, the game appears to jitter two 640x720 frames together to form a whole. And this explains why we thought cutscenes were running at this reduced resolution - when we took the snapshots for analysis, it clearly was.

But the evidence suggests that Odyssey is jittering two 640x720 images together all of the time. So in a completely static scene, we get the illusion of a full 720p image, but when Mario's idle animations kick in, our favourite plumber looks a little chunkier as he is in motion."

To me, it seems Nintendo prioritizes image clarity the best it can. And that could be due to a lasting impression on the gameplay experience that Nintendo wants to avoid, precisely. 



My bet with The_Liquid_Laser: I think the Switch won't surpass the PS2 as the best selling system of all time. If it does, I'll play a game of a list that The_Liquid_Laser will provide, I will have to play it for 50 hours or complete it, whatever comes first.