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Forums - Nintendo - Digital Foundry vs FAST Racing Neo

http://www.eurogamer.net/articles/digitalfoundry-2015-vs-fast-racing-neo

In short:

- One of the only games on Wii U to utilize Physically Based Rendering.

- "Very consistent" 60fps.

- Much like Rainbow Six Siege on PS4/Xbone or Killzone Shadowfall's multiplayer, it reconstructs a final framebuffer from sometimes lower resolution render targets to maintain performance.

- High quality procedural textures/shadowmaps.

 

"When you put everything together the end results are simply fantastic in motion. It's an impressive looking racer here with a blistering frame-rate and beautiful visual design. With a resolution upgrade, it would look just as fresh on PS4 or Xbox One and holds up well despite running on less powerful hardware. Still, as incredible as it looks, the low resolution sticks out as a blemish on an otherwise great package. How much this impacts your experience is going to vary from person to person, but if you can look beyond that, there is a lot of impressive tech behind the scenes.

Still, if you own a Wii U and are looking for a tech showpiece with superb playability, look no further than Fast Racing Neo. It's not F-Zero but it's unique and satisfying in its own right and might just be the single best game Shin'en has produced so far. It's an interesting example of the strengths and weaknesses of the hardware and one of the most visually unique, accomplished games on the platform to date."



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Great report by DF. Just makes me want the game more. xD



Official Tokyo Mirage Sessions #FE Thread

                                      

Very technically impressive for the WII U ...



There is one chink in the game's FPS armor. If you are in the middle or behind the pack and a bunch of effects-heavy stuff happens (multiple crashes, multiple boosts, and/or lots of grabbing orbs) frame rate can plumet to the teens. Usually brief but it is one jarring blemish on the otherwise great performance. Thankfully, it's a pretty rare occurrence that only happens on a handful of maps that make such chaotic crowds possible.

Otherwise, it's an absolutely gorgeous game. I would love to see these guys as the core of a larger team and work on either F-Zero or a retail entry to the FAST IP with more content and flavor.





https://www.youtube.com/watch?v=28E1eRy73l4

Those 5 guys have made an awesome work indeed 

Glad to see Digital Foundry took the time to do an analysis, I really wanted to see it.



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Nice to see and very impressive



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fatslob-:O said:
Very technically impressive for the WII U ...

From a technical impression perspective, its impressive irregardless of console or system. They built an astounding engine within the confines of the machine's parameters, whatever machine they were to build it on would still leave that engine/game as being impressive (unless it was built on some alien space technology).

Its an impressive game for the WiiU amongst WiiU games from a graphical perspective (and from the fact that its made by five people).

They went hard into the lower level code of the WiiU for their rendering solutions, to the point where I wouldn't be surprised if they went into machine coding for parts of this performance. They've definitely gone beyond the top level dev API tools, which is impressive in its own right (and likely means they were given a go-ahead to do such from up on high), and isn't something many developers can or even know how to do to such a level. In fact, nowadays, everything is built on such a high level abstraction layers for ease of porting that I'd wonder how many people even can reliable do this level of under the hood work.

There aren't many developers in the gaming industry that go to or know this level of programming, and they easily rival some of the best in EPD/EAD (or MonolithSoft) when it comes to breaking a system open for the last oodles of power.



Im impressed



REQUIESCAT IN PACE

I Hate REMASTERS

I Hate PLAYSTATION PLUS

560 mb game? O_o whaaaaaat?

640x720 resolution awwww, and abit of shimmering.

Stil game looks good and is almost always at 60fps.



Vena said:

From a technical impression perspective, its impressive irregardless of console or system. They built an astounding engine within the confines of the machine's parameters, whatever machine they were to build it on would still leave that engine/game as being impressive (unless it was built on some alien space technology).

Its an impressive game for the WiiU amongst WiiU games from a graphical perspective (and from the fact that its made by five people).

They went hard into the lower level code of the WiiU for their rendering solutions, to the point where I wouldn't be surprised if they went into machine coding for parts of this performance. They've definitely gone beyond the top level dev API tools, which is impressive in its own right (and likely means they were given a go-ahead to do such from up on high), and isn't something many developers can or even know how to do to such a level. In fact, nowadays, everything is built on such a high level abstraction layers for ease of porting that I'd wonder how many people even can reliable do this level of under the hood work.

There aren't many developers in the gaming industry that go to or know this level of programming, and they easily rival some of the best in EPD/EAD (or MonolithSoft) when it comes to breaking a system open for the last oodles of power.

@Bold Well we can't help but make comparisons ...

@Underlined Shin'en and parts of the Nintendo developer ecosystem has some serious talent but you give them too much credit compared to the mainstream AAA game developers as the former hardly ever pioneers any new technical innovations anymore. The AAA gamedevs that you see on the HD twins do low level programming ALL THE TIME as there are tools readily available to them ...