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Forums - Gaming - DigitalFoundry: Splatoon 2 Switch Analysis: Resolution, Wii U Improvements And More!

curl-6 said:
caffeinade said:

I am just saying the engine was (very likely) not built from the ground up for the Tegra X1 so some inefficiencies are probably present that may have been smoothed over if they had spent more time porting their engine.
It may not have been 100% 1080p but perhaps they could, and still can get it to 1080p 80 -95% of the time.

Nintendo are typically pretty good with optimization. With time they probably could've gotten the average resolution a bit higher, but I doubt a locked 1080p/60fps would be possible with Splatoon's tendency to chuck throw up a faceful of alpha at a moment's notice.

Well they sure got used to the WiiU's hardware, but they were using pretty similar technology for over a decade.
The WiiU was not a huge departure from the Wii, and the Wii was basically a GameCube so no wonder why they got good at getting decent performance out of their consoles.
The Tegra X1 is a departure from anything that they have used, so I would give them a few years for them to truly learn how to optimise for it.



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Miyamotoo said:

Yes, it seems that AA is not on their list of priorities.

I expecting that res will above 720p in any case.

How our expectations for Switch games have fallen.

Miyamotoo said:

We dont know how similar Zelda will look on Switch compared to Wii U, but I also expeting 1080p on Switch but with AA and AF for instance

 

Miyamotoo said:

I definitely expecting that new Zelda be native 1080p like over 95% of Nintendo Switch games.

 

Still, resolution isn't everything, glad it runs at 60fps. My only issue with the Switch is the amount you have to pay for the power, not the power itself.



caffeinade said:
curl-6 said:

Nintendo are typically pretty good with optimization. With time they probably could've gotten the average resolution a bit higher, but I doubt a locked 1080p/60fps would be possible with Splatoon's tendency to chuck throw up a faceful of alpha at a moment's notice.

Well they sure got used to the WiiU's hardware, but they were using pretty similar technology for over a decade.
The WiiU was not a huge departure from the Wii, and the Wii was basically a GameCube so no wonder why they got good at getting decent performance out of their consoles.
The Tegra X1 is a departure from anything that they have used, so I would give them a few years for them to truly learn how to optimise for it.

Wii U used the same CPU archicture as Wii/GC, but the GPU was significantly different. I have no doubt that as with any platform, Switch will mature graphically as developers, Nintendo included, get better at extracting its full potential, but Switch's hardware is pretty straightforward and easy to develop for, so we won't be seeing the kind of massive evolution we saw on, say, PS3.



Shikamo said:

https://www.youtube.com/watch?v=Fg9ptMnVJmI

 

Docked: native 1080p (but sometimes drops between 936p to 864p), 60fps locked. 

Portable: native 720p (but sometimes drops to 1152x648), 60fps locked.

More details Like Real Time Shadows, character models, higher quality textures and more.

I thgt they actually said the resolution of docked are always drop down to 864P,
except for some less complicated scenes? and same goes for portable mode?




curl-6 said:
Miyamotoo said:

Yes, with seems that AA is not on their list of priorities.

I expecting that res will above 720p in any case.

Monolith used AA in XCX on Wii U, so it would stand to reason they would continue to do so on stronger hardware. Same for Tokyo EAD with Odyssey for that matter, actually. For either game to not use it on Switch would be a technical downgrade from their Wii U efforts, which would just be bizarre.

The closest reference point to XB2 that we have on Switch at the moment is Breath of the Wild, a similarly massive open world title, which is 900p. 

SM3DW also have some kind of AA few other Wii U games, same could be expeted for some Switch game, for instance seems that Arms also have some kind of AA. But for much more demanding games they usually don't use it, MK8D, Zelda BotW and Splatoon 2 are latest examples.

Yes, but at end Zelda BotW was port from Wii U and was made on first place with Wii U hardware on mind, Xenoblade 2 will be made with Switch hardware on mind. I wouldn't take Zelda BotW as example of Switch possibilities.



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Barkley said:
Miyamotoo said:

Yes, it seems that AA is not on their list of priorities.

I expecting that res will above 720p in any case.

How our expectations for Switch games have fallen.

Miyamotoo said:

We dont know how similar Zelda will look on Switch compared to Wii U, but I also expeting 1080p on Switch but with AA and AF for instance

 

Miyamotoo said:

I definitely expecting that new Zelda be native 1080p like over 95% of Nintendo Switch games.

 

Still, resolution isn't everything, glad it runs at 60fps. My only issue with the Switch is the amount you have to pay for the power, not the power itself.

Well Zelda BotW is still only 900p Nintendo Switch game, while Splatoon 2 has 1080p-864p dynamic resolution. Xenoblade 2 will be another demanding games, so I am not sure about 1080p but I expecting it will run at higher resolution than 720p in any case.



stevechan said:
Shikamo said:

https://www.youtube.com/watch?v=Fg9ptMnVJmI

 

Docked: native 1080p (but sometimes drops between 936p to 864p), 60fps locked. 

Portable: native 720p (but sometimes drops to 1152x648), 60fps locked.

More details Like Real Time Shadows, character models, higher quality textures and more.

I thgt they actually said the resolution of docked are always drop down to 864P,
except for some less complicated scenes? and same goes for portable mode?

No, they never said always, they said resolution goes from 864p, 936p to 1080p.

Switch has 720p screen so any resolution above wouldn't make sense, they said that resolution in portable mode goes from 648p to 720p, basically same like Zelda BotW in handheld mode.



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curl-6 said:
Miyamotoo said:

Yes, with seems that AA is not on their list of priorities.

I expecting that res will above 720p in any case.

Monolith used AA in XCX on Wii U, so it would stand to reason they would continue to do so on stronger hardware. Same for Tokyo EAD with Odyssey for that matter, actually. For either game to not use it on Switch would be a technical downgrade from their Wii U efforts, which would just be bizarre.

The closest reference point to XB2 that we have on Switch at the moment is Breath of the Wild, a similarly massive open world title, which is 900p. 

Well from what I have seen in videos so far, XC2 does seem to be using the same AA solution.  That is, the crap one that even DF marked as almost more detriment than benefit as it messed with image quality while barely helping with jaggies at all.  Hopefully they can make it better before release as there are several other technical upgrades to the engine on display.

Mario Odyssey might forego AA due to the much higher polygonal complexity and higher quality texture work of the levels eating up more resources.  Hard to say.

One thing they could try is varying AA levels dynamically, similarly to dynamic resolution.  In fact, that may be their new strategy.  Splatoon does that already, to a limitted extent.



Miyamotoo said:
stevechan said:

I thgt they actually said the resolution of docked are always drop down to 864P,
except for some less complicated scenes? and same goes for portable mode?

No, they never said always, they said resolution goes from 864p, 936p to 1080p.

Switch has 720p screen so any resolution above wouldn't make sense, they said that resolution in portable mode goes from 648p to 720p, basically same like Zelda BotW in handheld mode.

Kindly check the video again, on 02:20, John mentioned that :" during gameplay in docked mode for instance this game spent a lot of time in 864P which is just shy of 900P".

So I assume that this tells everything?