Some details from DV-Dev
http://www.gonintendo.com/?mode=viewstory&id=215025
NE: Can you speak about some of the technical specs behind IronFall? We’ve been hearing some rumblings that 60 frames-per-second is targeted, as an example.
FV: 60 frames per seconds is our goal. Shooters offer better playing experience with this frame rate. With the engine we can reach 60 frames per second with and without stereoscopic view.
But if frame rate drops we don’t want to sacrifice the amount of IA, and graphics we have on screens, just because of the stereoscopic view (sometime we have to draw 3 screens, 1 for the left eye, 1 for the right eye, and 1 for the bottom screen where action will also take place sometimes. So maybe we will add a feature that allows in REAL TIME, the player to switch from 60 FPS with the 3D slider pushed down, or 30 FPS with 3D slider pushed up (no need to go to some menu).
NE: Does IronFall run on its own unique engine? If so, can you discuss some of its capabilities?
FV: The engine used in Iron Fall is called the ‘Big Bang Engine’. Its an engine we have programmed from scratch and is optimized for the Nintendo 3DS. It took us several months to write (days and nights), and is written fully in assembly code, using all the ARM optimizations we know. We also have written our own graphics driver for communication with the 3DS GPU to get the best of the handled graphics processor (well at least we hope)