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Forums - Nintendo - Would it be possible for the Wii U to run Zelda U at 60fps?

Uabit said:
Materia-Blade said:
Uabit said:

Nintendo always looks for 60 so it will run at 720/60 and is not as incredible as it may seem because of cell-shading graphics style wich looks good without needing much power.

Just look at borderlands and its cell-shading graphic style, it runs 720p 30fps without problem on ps3 so Wii U with more power won't have problem to run zelda at 720/60.

the bold part makes as much sense as saying wind waker is less demanding than something like goldeneye on N64.

Artstyle has nothing to do with how demanding the game is. And zelda U aready showed impressive scale, draw distance, lightning, poly count... and it hasn't even relesed yet.

Well it's not really that the game demands less hardware, it's that you don't need to add AA and stuff like that for the game to look pretty if you use cell shaded graphics. Sometimes that style is chosen more to hide the limitations you've had working on certain hardware than to make the game look pretty.

In nintendo is very common to see games with no AA, just ask digital foundry and how their eyes have been many times hurted by Nintendo :(

Oh come on. You still need things like ANti Aliasing if you want no or not so much aliasing and you need AF if you dont want those texture bow waves in front of you.

 

Stuff you won't need is subsurface scattering and other fx. But actually most of that is stuff we did not see last gen and have not yet seen in most current gen games. And it's not traditional cell shading with few to no textures, actually almost everything is textured and we can see stuff like bump mapping on at least some surfaces in the E³ trailer and high res screenshots.

There's a lot of little but interesting details:

Links hair is not really flat shaded. The tunic and 'shirt' aren't flat, so there's actually geometry used or something like bump mapping is done before 'paint shading'  or both. Foliage seems nowhere as pixelated as on games like Far Cry or Skyrim. At least on the high quality trailer there wheren't muddy textures. Other games might use more bump mapping, though i'm not even sure about that, but open world games on last gen often had tons of muddy textures.

 

If Zelda U is either 1080p30 or 720p60 i would actually be impressed, it's not like Wii U is all that powerful and that game looks good not only in art style.



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I believe it will be 720p/30fps.



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It's possible, but zelda games always shoot for 30.



TheEighthByte said:
fleischr said:
They did it for Smash did they not?

Was Windwaker's resolution and framerate ever confirmed? I remember hearing a lot of people say it was 1080p. Gameplay was pretty smooth there too.


There's a big difference. Smash is a 2D game, so achieving 1080p60 is very easy.

WWHD was 1080p30.

I don't understand why people think Zelda U will run at 60fps. No 3D console Zelda has ever run at that framerate.

smash isn't 2d, its side scrolling. and being side scrolling doesn't make it easier to render in 1080p 60fps.



Uabit said:
Materia-Blade said:

the bold part makes as much sense as saying wind waker is less demanding than something like goldeneye on N64.

Artstyle has nothing to do with how demanding the game is. And zelda U aready showed impressive scale, draw distance, lightning, poly count... and it hasn't even relesed yet.

Well it's not really that the game demands less hardware, it's that you don't need to add AA and stuff like that for the game to look pretty if you use cell shaded graphics. Sometimes that style is chosen more to hide the limitations you've had working on certain hardware than to make the game look pretty.

In nintendo is very common to see games with no AA, just ask digital foundry and how their eyes have been many times hurted by Nintendo :(

you don't need AA for realistic games to look pretty either. anti aliasing has nothing to do with "pretyness", it's just rough edges correction. and that fact remains that artstyle has no relation to how demanding the game will be.



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It is totally possible, i dont know what these other people saying its not possible, its possible!



spemanig said:

I'm not trolling. This question comes from a place of ignorance. I'm inclined to think that the answer is obviously no, as the world is so large, but I don't know how this stuff works. Zelda U clearly doesn't need to worry about crazy high res textures and polygon counts like other open world games on consoles of similar power, and it is being worked on by a team that knows how to get the most out of the hardware, but I don't know if that would help enough.

Basically, with what we've seen of Zelda U, is does it seem possible that the Zelda team could be able to reach that level of 60fps? Or is it completely not realistic, given what we've seen. This is also assuming that the resolution was no less than 720p. I'm not asking if it will run at 60fps, because I have a feeling it will be 1080p 30fps. I'm asking if it could.

it's possible 1080p30fps or 720p60. my prediction, the game will run at 1080p and 30 fps like wind waker. why? it's a progressive cellshaded art style and while 60 fps are great for any game, 30 fps works very well for open world games on consoles.



This question also comes from a place of ignorance:
Are 60fps and 30fps the only options?
Is it possible to lock the framerate at 40fps or 50fps?



I dunno about them going for 60FPS in this game, but I guess it'll be 720p.



No, i doubt it.

Windwaker, despite much simpler visuals, ran at 30fps.
Mariokart, a on rails racer, ran at 60fps, at 720p.
An open world Zelda that looks gorgeous and almost the size of Skyrim? How would they acheive 60fps? Not possible.



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