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Forums - Nintendo Discussion - TotK really makes Switch feel dated

Kynes said:
zeldaring said:

The thing i find suspect with all these nintendo magic physics stuff and how they got it running is nintendo has hardly pushed graphics the whole generation of the switch's life.  maybe they just physics gods, and don't care for graphics much but who knows.

We don’t care of your opinion. Please stop spamming the board with nonsense.

if you don't care then why are you replying? ahhh you do care.



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zeldaring said:
Kynes said:

We don’t care of your opinion. Please stop spamming the board with nonsense.

if you don't care then why are you replying? ahhh you do care.

I am interested in having reasonable conversations with reasonable people, and that the forum maintains a certain cleanliness. What you are doing is muddying the conversations, you sound like a pre teenager who has just discovered the world, and thinks his opinion is the only valid one.



curl-6 said:

More than anything, this whole discourse reminds me that gaming culture has become too negative.

Here we have a game that's blowing away people who've worked in the industry for decades with its craftmanship, complexity, and stability, and some folks are getting hung up on whether enemies still patrol when you're on the other side of the map or how Link's hair is rendered. Let's be honest, are things like this really worth getting worked up about? Or are we just sabotaging our own enjoyment? 

I feel like enthusiast gamers as a community have become so conditioned to find fault with everything, to obsess over the tiniest imperfection, that we're forgetting how to just relax and enjoy games instead of picking them apart.

I agree with some of this. But, how can one discuss anything without saying negative stuff?  There certainly is some negative stuff mentioned in this thread, but there's also tons of positive. Isn't that how any discussion of anything is going to work? 

And who is getting "worked up" here?  Simply pointing out something that one doesn't like, or that one thinks could be better, doesn't mean that they are raging pissed or anything.  Everyone in this thread seems to be playing the game, otherwise they wouldn't really be able to participate here. So how negative is that really?



Wyrdness said:
haxxiy said:

That's not true. The PS3 OS takes up the same RAM as the X360 OS, around 20-50 MB in the background. However, it has a split architecture where half the total RAM was VRAM and couldn't be directly accessed by the CPU. So the PS3 had to juggle the OS and the rest of the game in 256 MB while the X360 could split graphics, game, and OS between 512 MB as needed.

It's not true but then you proceed to say it's an architecture problem which is what I said? Okay...

You don't seem to follow what's being said it's not about save file size it's about the actual saved playthrough itself becoming unplayable because it eats up too many resources because of permanent changes it has to track. So again the is no hardware that will ever deliver this in a seamless huge open world like TOTK because this concept has a dead end flaw that the is no way around the can only ever really be limited or partial permanence. 

Go watch TOTK videos before you claim you can't build complex machines I've linked one recently in the Zelda thread. 

Are you really saying it's an impossible feat that can never be overcome? Because of course there will eventually be hardware that can do that.



Norion said:

Are you really saying it's an impossible feat that can never be overcome? Because of course there will eventually be hardware that can do that.

Yes the will never be hardware that can overcome this issue because full permanence on this scale would mean that data keeps building up as the player goes through the game what that means is the only true fix to this is infinite memory which can never be achieved by any hardware . This is why all games like this have measures in place to reset, limit or restrict permanence as it's a games way of clearing and reserving memory. 



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Wyrdness said:

Norion said:

Are you really saying it's an impossible feat that can never be overcome? Because of course there will eventually be hardware that can do that.

Yes the will never be hardware that can overcome this issue because full permanence on this scale would mean that data keeps building up as the player goes through the game what that means is the only true fix to this is infinite memory which can never be achieved by any hardware . This is why all games like this have measures in place to reset, limit or restrict permanence as it's a games way of clearing and reserving memory. 

You're vastly overestimating the amount of data necessary to store the buildups. The information needed to load the buildups is not huge it's actually very tinny

the RAM necessary to concretely load the assets in the enginee in other hand is big, but the workload to load them js just as big as of any construct made by the dev team. The key here is how costly the assets are for the engine to handle. A game like Zelda has assets with little detail and graphical fidelity, so there is a finite number of items necessary to fill whatever is the space the engine loads in your face, i.e. Give PS5 RAM to Switch and it will load everything you put o the game without much trouble

Of course players could overload the map with designs and turn the game an unplayable mess, kinda like an infinite Kakariko Village, but that's players decision. For instance I have filled my Animal Crossing island with so much furniture that it failed to load the assets seamlessly eventually. This is fixed with enough RAM.

So while theoretically it's an unsovable problem, in practice it's not. Indeed I truly believe that even on the tinny Switch TOTK could actually save the constructs you made and leave them as they are. But they avoided because iit because first it mess deeply with saving files structure and probably needed to rework all the code related to how the assets are loaded and handled, I could only imagine the nightmare of reworking the core engine all over again for such small feature 

Could also understand  the a nightmare to test the consequences of this on map and game design, urgh



IcaroRibeiro said:

You're vastly overestimating the amount of data necessary to store the buildups. The information needed to load the buildups is not huge it's actually very tinny

the RAM necessary to concretely load the assets in the enginee in other hand is big, but the workload to load them js just as big as of any construct made by the dev team. The key here is how costly the assets are for the engine to handle. A game like Zelda has assets with little detail and graphical fidelity, so there is a finite number of items necessary to fill whatever is the space the engine loads in your face, i.e. Give PS5 RAM to Switch and it will load everything you put o the game without much trouble

Of course players could overload the map with designs and turn the game an unplayable mess, kinda like an infinite Kakariko Village, but that's players decision. For instance I have filled my Animal Crossing island with so much furniture that it failed to load the assets seamlessly eventually. This is fixed with enough RAM.

So while theoretically it's an unsovable problem, in practice it's not. Indeed I truly believe that even on the tinny Switch TOTK could actually save the constructs you made and leave them as they are. But they avoided because iit because first it mess deeply with saving files structure and probably needed to rework all the code related to how the assets are loaded and handled, I could only imagine the nightmare of reworking the core engine all over again for such small feature 

Could also understand  the a nightmare to test the consequences of this on map and game design, urgh

Here is the problem in what you posted here the debate is not about how big the data build up is at a time when you load up it's about the culmination of everything over time in a playthrough especially in huge dynamic worlds. The build up over time to keep things permanent is always going to hit a limit the is no way around this you've effectively repeated the more ram answer which I've highlighted the flaw with the bathtub analogy a bigger bathtub doesn’t remove the being a limit before the water starts overflowing and in games where people are going to put hundreds of hours into it will happen.

This problem has been solved but at the cost of full permanence ever being possible. 



Wyrdness said:

Except we know the hardware was fine because the specs were the same as the 360 the problem was the architecture which only allowed half to be utilised it isn't anyone else's problem if you don't understand the relationship between architecture and hardware. Architecture is why a platform like Switch can run games like the Witcher 3 and Doom with the specs it has even though the numbers on paper don't look possible.

Having the hardware is only one part of the equation architecture breaks down how each component functions in unison and in the PS3s case the Ram was divided. The whole throw more numbers argument is flawed because you can never have enough memory to do what you ask as even the so called data that you say should freeze when you are out of range is taking up space and it will only build up which is why you're being unrealistic. What you're complaining about will always be there no matter what the hardware and architecture because that is the developers working smart.

To highlight the flaw in what you are saying it is essentially telling someone that if you leave a tap on the bathtub will eventually overflow so you need an overflow pipe installed as well as drainage. Your answer of more Ram is effectively like saying well just get a bigger bathtub, it doesn't remove the core issue and the need for the measures to deal with it. 

The hardware between ps3 and 360 is completely different, what are you talking about? Cell CPU, split ram is not the same as X86 CPU + unified RAM. That's very different hardware. Specs don't mean much on their own, hence tflops is a useless measurement of hardware capabilities on its own.
Architecture = Hardware. It's not software!!!

"To highlight the flaw in what you are saying it is essentially telling someone that if you leave a tap on the bathtub will eventually overflow so you need an overflow pipe installed as well as drainage"
What flaw, that's what I have been saying all along. F4 got optimized and ran better, FS2020 got optimized and didn't need 64GB of RAM anymore to run 8 hour flights. Now it stays within 20GB RAM maxed out. Dunno if Skyrim got optimized but on better hardware, 170 hours on PSVR1, not a single issue. (Apart from them not bothering to fix the door glitch, had to wiggle teleport through the door again)

We already have plenty hardware, all you need is storage to keep track of changes. I've been doing this storing of world changes since 2001 on much weaker hardware. Put your cells into dynamically balancing quad trees and you can store infinite changes as long as you don't run out of disk space. You might lose some draw distance based on how many quads you can load back into active RAM. But this problem has been solved long ago. The small save file limitation, likely a choice, is what makes it not possible in TotK.


Anyway I made it to the depths yesterday. Cool place to explore, love it down there. But I'm not prepared, still only have 4 hearts and you can't heal down there. I wandered off naturally, stumbled on a camp of 4 red koboklins, no problem. However next camp had 8 or 9 running out at me, zerg rushed lol. I still long for auto-map, but seems it's more Ubisoft towers to map the depths. I'm guessing poes and zonaite are needed in tons of quantities? Found lots of poes already and the dude on Sky Island wants a ton of crystalized Zonaite (dunno yet how to crystalize it) before he even begins.

Great atmosphere down there, oddly not even that dark. Don't really need the light bloom seeds (at least not playing at night), but they sure help when there is camp in the way. Guess I should go up and do some shrines first, get more arrows and better shields etc.



SvennoJ said:

The hardware between ps3 and 360 is completely different, what are you talking about? Cell CPU, split ram is not the same as X86 CPU + unified RAM. That's very different hardware. Specs don't mean much on their own, hence tflops is a useless measurement of hardware capabilities on its own.
Architecture = Hardware. It's not software!!!

"To highlight the flaw in what you are saying it is essentially telling someone that if you leave a tap on the bathtub will eventually overflow so you need an overflow pipe installed as well as drainage"
What flaw, that's what I have been saying all along. F4 got optimized and ran better, FS2020 got optimized and didn't need 64GB of RAM anymore to run 8 hour flights. Now it stays within 20GB RAM maxed out. Dunno if Skyrim got optimized but on better hardware, 170 hours on PSVR1, not a single issue. (Apart from them not bothering to fix the door glitch, had to wiggle teleport through the door again)

We already have plenty hardware, all you need is storage to keep track of changes. I've been doing this storing of world changes since 2001 on much weaker hardware. Put your cells into dynamically balancing quad trees and you can store infinite changes as long as you don't run out of disk space. You might lose some draw distance based on how many quads you can load back into active RAM. But this problem has been solved long ago. The small save file limitation, likely a choice, is what makes it not possible in TOTK. 

So show us these so called worlds you've created on those hardware that is comparable to the games now then because you've gone round in circles only to end up admitting that it stops when you run out of disk space basically highlighting my point to begin with, the bathtub analogy to simplify it. The is a reason developers aren't doing as you say no matter what hardware comes out after all you've been using the solution since 2000 yet no one in the industry is using it on these large scale open worlds. 

No s* specs don't mean much on their own that's the whole point architecture is how the hardware is set up to function. Skyrim uses a different engine today implementing fixes modders created. 



Wyrdness said:

Norion said:

Are you really saying it's an impossible feat that can never be overcome? Because of course there will eventually be hardware that can do that.

Yes the will never be hardware that can overcome this issue because full permanence on this scale would mean that data keeps building up as the player goes through the game what that means is the only true fix to this is infinite memory which can never be achieved by any hardware . This is why all games like this have measures in place to reset, limit or restrict permanence as it's a games way of clearing and reserving memory. 

You don't need infinite, just a large enough amount. Eventually it will be possible to have a game with an Earth that's as big as the real one and have everything everywhere being tracked. Even if something that complex is several decades or even longer away it'll be a reality someday.