quickrick said:
Miyamotoo said:
Yeah, people forgetting that we still talking only about Switch 1st year games, later games will be more advanced and more impressive, and tend to forget those PS3 games are only 720p/30fps games.
And yet Bayonetta 2 looks quite impressive on Wii U, Bayonetta 3 will look much better on Switch off course.
Totally wrong, you don't have idea how much technically BotW is advanced and how many effects game has.
https://www.resetera.com/threads/zelda-breath-of-the-wild-the-technical-analysis.8197/
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you can do the same for almost any technically impressive looking if you wanna list every effect it does, that doesn't impress me. i'm not saying zelda is not impressive, but its obvious that a living breathing city with traffic, and NPC every where is gonna way more demanding then empty looking forest areas, and on top of that it has better graphics.
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First you take look on that list, most of those things dont exist on in GTA V on PS3/360, those are quite impressive and advance things for Wii U hadware not to mentione PS3/360 hadware that older. Empty forest areas!? So we ignoring huge wild life of Zelda BotW with small and big animals, bugs, enemies, lakes, rivers..!? You also ignoring fact that huge BotW world is made in way that player have huge physics based interaction with that same huge world (setting grass on fire, spreading fire in direction of wind, wind that effects on cloud formation, wind that affects player and enemies, lightning that's attracted by metal and that can set of fire grass, cutting trees that fail and water and continue floating in water, very impressive AI of enemies, pounds that grows/vanishing based on weather effects...) all those things are very demanding.
quickrick said:
sc94597 said:
You'll need to substantiate a few of these statements with some details.
GTAV (like all city-based sandboxes with many people walking about) cuts quite a few corners when it comes to "simulations". The AI, like in every other game, is just varying complexities of conditional statements prescribing a small subset of pseudo-random scripted paths, much of the heavy computational work doesn't occur until you interact with them. So sure, there are many dozens of people on the screen, but the five to ten you're interacting with are taking up more of the computational work than all of the others walking about their scripts in the background. Breath of the Wild's analog to this is its wildlife (foxes, fish, birds, etc.) So really the bulk of computations for both games (GTA and BoTW) are being produced by the immediate enemies and persons with whom you interact. The question then is, how taxing are the individual interactions themselves?
Where the heavy computational work comes about is in things like dynamic weather, car collisions, fire, explosions, particle effects, magnetism, kinematic approximations, dynamic approximations, etc. There is nothing quite spectactular about GTA V's implementation of these things, and it's not as if BoTW doesn't have a dynamic physics or weather system of its own. In fact, in many ways there are more things happening in BoTW at once in certain circumstances (such a dynamic system of wind, combined with simulated fire, and its effects on nearby enemies during combat while calculating the kinematics and dynamics of the physical interactions between enemies.)
One of the more taxing intersection of simulations in the Wii U version of Breath of the Wild is using the fire rod to burn grass while the dynamic wind system blows (see: below.)
compare it to GTA V's implementation
Shading and lighting-wise Breath of the Wild is definitely a level above GTA V (on 360) in most circumstances.
Image-quality wise they are the same, both 720p titles with post-processing anti-aliasing, both have crappy texture filtering.
In terms of texture-quality the games are comparable too.
The Wii U probably would have no problems handling GTAV, in some situations better and in others worse depending on whether or not the specific technical feature is CPU-bottlenecked or memory-bottlenecked. On the other-hand, due to memory limitations I don't think the PS360 can run Breath of the Wild without large concessions. That was the major bottleneck for even the Wii U version of the game.
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i disagree here big time, shading and lighting look better in GTAV, textures as well, IQ easily goes to GTAV, just look at the pics, the IQ in zelda is horrible on wiiu. look at zelda on wiiu as soon as it goes in densely populated are like karoki forest which doesn't even compare to GTAV city, frame rate starts to hit 20 fps for long periods.
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Talking about shading and lighting, you dont know what are you talking about, if you looked at link that I post you would see yourself. Textures are better in GTAV beacuse good textures tend to look better in city avirmant compared to wild world...but world of Zelda BotW is much more bigger and its physics based and its heavily interactive world, so it's much more demanding. Korok Forest has FPS isuses, but GTAV on PS3/360 also are very is often below 30 FPS.
Talking about lighting, shading and effets: