| Nuvendil said: And the frame rate issues are definitely the engine. Wind Waker HD has the same problem when things get busy. It's a decade old engine, it was never intended to handle these draw distances and texture resolution. It being developed by a third party likely doesn't help but the fact is even the lauded, praised, nearly worshipped WWHD developed by Nintendo (which BTW had lower res textures and significantly lower polygon counts than this despite the lighting improvements) has some really heavy hits to frames in certain areas. |
Yeah, both games seem to stumble in similar situations; namely when the screen fills up with alpha effects, like fog and explosions. Seems to be a weak point of the engine. I can't imagine that when they coded it back in the Gamecube days that they had 1080p rendering in mind. Changing the engine for the remasters would have been both costly and a pain the arse, so I guess it made practical sense to stick with the old code base, even if it wasn't perfectly suited to the task.
It's not always as easy as "plug the ROM into the new console and turn the dial up to 1080p". A 480p-targeted DX7 era engine from 2003 doesn't always scale well.
Hell, there are plenty of HD remasters that only go up to 720p.









