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Forums - Nintendo - Digital Foundry analysis on The Legend of Zelda Breath of the Wild

shikamaru317 said:
There is some pretty cool tech being used considering it's a Wii U game, but the game definitely needs alot of optimization before March to hit that locked 30 fps. Can't wait to see the NX version, hopefully it'll be 1080p/60 fps with a few other improvements, depending on just how powerful NX is.

Same.  I'm essentially expecting the NX version to look like a somewhat better version of the 2014 E3 direct preview because a lot of things (especially things like LOD) seemed better in that than in the playable demo.



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Wildcard36qs said:
Eh. It's funny but the same effects cause WWHD to slow down as well (explosions and flames and what not). Game looks stunning however and I will be getting it day one - on NX lol.

If I remember correctly, the slowdowns on the  original WW were kept in the HD version on purpose because attempting to fix it ruined the game's physics in certain parts of the game.



wombat123 said:
Wildcard36qs said:
Eh. It's funny but the same effects cause WWHD to slow down as well (explosions and flames and what not). Game looks stunning however and I will be getting it day one - on NX lol.

If I remember correctly, the slowdowns on the  original WW were kept in the HD version on purpose because attempting to fix it ruined the game's physics in certain parts of the game.

WWHD's simulation is indeed tied to its framerate, which would've made 60fps play in double speed, and is why they stuck with 30fps, but that's not the reason for its drops below 30fps. These occur when the game couples heavy use of alpha effects like explosions with its full 1080p framebuffer, which bottlenecks Wii U's memory bandwidth. You get similar but milder dips in Twilight Princess HD, another native 1080p title, when alpha effects fill the screen.



curl-6 said:
There's still 9 months left until release, that's plenty of time for optimization and polishing.
With a game this massive and complex, I suspect the final game will still have some dips when physics/alpha effects/open areas coincide, but most games tend to run smoother on release than they do in demos 9 months out.

I just hope they don't throw in the towel and decide it's easier to make it NX only than to get the Wii U version running smoothly.

I doubt they'll do that.  The performance here is already comparable to WWHD and they released those and they didn't even looked all that impressive from a technical level.  So long as it puts forth this level they'll launch it.  There would be no reason not to.



Nuvendil said:
curl-6 said:
There's still 9 months left until release, that's plenty of time for optimization and polishing.
With a game this massive and complex, I suspect the final game will still have some dips when physics/alpha effects/open areas coincide, but most games tend to run smoother on release than they do in demos 9 months out.

I just hope they don't throw in the towel and decide it's easier to make it NX only than to get the Wii U version running smoothly.

I doubt they'll do that.  The performance here is already comparable to WWHD and they released those and they didn't even looked all that impressive from a technical level.  So long as it puts forth this level they'll launch it.  There would be no reason not to.

I dunno, WWHD and TPHD did have dips comparable in severity to this, but they seemed a lot less common, and isolated to specific instances, whereas here they seem to crop up frequently in both exploration and combat.

Still, I suppose this is an unfinished build with 9 months left until release, so if they stick with it they should be able to get it up to TPHD levels of performance by next March.



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curl-6 said:
Nuvendil said:

I doubt they'll do that.  The performance here is already comparable to WWHD and they released those and they didn't even looked all that impressive from a technical level.  So long as it puts forth this level they'll launch it.  There would be no reason not to.

I dunno, WWHD and TPHD did have dips comparable in severity to this, but they seemed a lot less common, and isolated to specific instances, whereas here they seem to crop up frequently in both exploration and combat.

Still, I suppose this is an unfinished build with 9 months left until release, so if they stick with it they should be able to get it up to TPHD levels of performance by next March.

Didn't play the WWHD I did :P.  Pretty much anyhere with a lot of fire or with a lot of explosions caused a hit.  The fire boss was particularly bad.  WWHD didn't have hitstops though so that made it look better.  This one does use hitstops which makes it look worse whena  frame dip area mixes with that.  Also, as one guy pointed out, this version has also been tinkered with to create these demos so that can also have unexpected consequences.  Still, 9 months out.  They can get the performance up to WWHD levels or better and that would be plenty good enough.



Nuvendil said:

Didn't play the WWHD I did :P.  Pretty much anyhere with a lot of fire or with a lot of explosions caused a hit.  The fire boss was particularly bad.  WWHD didn't have hitstops though so that made it look better.  This one does use hitstops which makes it look worse whena  frame dip area mixes with that.  Also, as one guy pointed out, this version has also been tinkered with to create these demos so that can also have unexpected consequences.  Still, 9 months out.  They can get the performance up to WWHD levels or better and that would be plenty good enough.

To be honest, I didn't play WWHD, I watched a friend play through a big chunk of it, and I read Digital Foundry's analysis. :P

From what I saw, WWHD seemed to drop specifically when there was a lot of alpha on screen, like explosions. Breath of the Wild on the other hand seems to take a more sustained hit during combat.

Given the scope of the game, I could accept some drops to the 25fps range when a lot of physics or alpha go off, but hopefully drops below 25fps can be eliminated by release.



Nuvendil said:
curl-6 said:

I dunno, WWHD and TPHD did have dips comparable in severity to this, but they seemed a lot less common, and isolated to specific instances, whereas here they seem to crop up frequently in both exploration and combat.

Still, I suppose this is an unfinished build with 9 months left until release, so if they stick with it they should be able to get it up to TPHD levels of performance by next March.

Didn't play the WWHD I did :P.  Pretty much anyhere with a lot of fire or with a lot of explosions caused a hit.  The fire boss was particularly bad.  WWHD didn't have hitstops though so that made it look better.  This one does use hitstops which makes it look worse whena  frame dip area mixes with that.  Also, as one guy pointed out, this version has also been tinkered with to create these demos so that can also have unexpected consequences.  Still, 9 months out.  They can get the performance up to WWHD levels or better and that would be plenty good enough.

Haven't played WW:HD yet but I believe the fire boss was pretty bad for the frame rate in the GameCube as well when he rises up from the lava. Everything else about that boss was more consistent.



I hope the NX version runs solid at 30 fps at 1080p with maybe some added effects (like nicer trees and higher res textures) and no pop-in.

Wii U version ... meh ... as long as its playable even if it has some frame rate dips, it's not the end of the world.



Game looks good, still plenty of time to lock in 30fps.