There are so many things being tracked all the time in the game for puzzles and the power arm. Yet despites literally tracking sunshadows for some puzzle completion for example it runs almost smoothly with (in my 170h) no crashes. On a 6 yo portable console??

Botw was already impressive but I could grasp it with the shaders and also there weren’t that much physics puzzle. Objects were more static, there wasn’t the two other maps, enemy diversity was limited, same for weapons. There was less of everything overall but I thought it was the limit of the console and the possible engineering around it.

Is there any resources on how they managed to pull this off? White papers, behind the scenes, charts, …?

116 points

Digital Foundry has a great video on the subject

Just a lot of visual tricks and sacrifices that people won’t notice due to the great artstyle. The textures are really low quality, the game is often foggy to hide how low quality objects in the distance are, etc.

permalink
report
reply
22 points

It’s really a shame to me that more people don’t experience it fogless at 1440p+/60+FPS. It’s BEAUTIFUL.

permalink
report
parent
reply
14 points

The best way to play any switch game is via emulation. It’s pretty funny IMO.

permalink
report
parent
reply
8 points

It’s wild. SMRPG came out and i immediately checked if I could play it BETTER, and day one? Yep absolutely. TotK took some time but through the tireless efforts of an awesome dude, certain mods and settings had it running amazingly after a few weeks. A few months later it’s 60+ smooth with no drops.

permalink
report
parent
reply
75 points

Console games developed at the end of the console lifecycle often includes various optimizations learned by the dev community to squeeze as much performance as possible. Just look at how good gtav and mgsv on ps3 for example.

permalink
report
reply
26 points

MGS V’s performance is a freaking work of art. It ran incredibly smoothly on my PC, and was gorgeous to boot. Then I loaded a few other games and had to turn down settings to hit 60fps.

permalink
report
parent
reply
12 points
*

Can confirm, I still remember how impressed I was to see MGS:V running smoothly on my old dual-core Intel CPU with integrated graphics. It could never handle Sleeping Dogs or Deus Ex: Human Revolution yet this massive and beautiful open-world sandbox ran on it like a champ.

permalink
report
parent
reply
8 points

fox engine was well developed and iirc was used for PES, sad it didnt get much other uses though due i konami functionality pulling out of game development.

permalink
report
parent
reply
5 points

Well, Konami is back into game development, but the Fox Engine remains on mothballs. MGS3 remake will be on UE5 :/

permalink
report
parent
reply
69 points

Institutional knowledge at Nintendo is pretty good since they don’t do routine layoffs and most people work there their whole lives.

permalink
report
reply
59 points

You should go read up on the small optimizations that developers do to seemingly surpass the limits of earlier hardware. Stuff like swapping palettes in between scanlines to give the impression of more available colors, or reusing palette swapped cloud sprites in place of bushes to save on limited ram. Good engineers are really, really good. They seem to find a solution for everything.

permalink
report
reply
32 points

When I was extracting sounds from the sound banks from the Nintendo 64 game F-Zero X I simply couldn’t find certain sound effects. It turns out that some effects are created during runtime by taking a sound sample and applying certain effects or filters, for instance pitch shifting the sample and looping it in rapid succession.

It’s a clever way to save on memory and the player doesn’t notice if it’s well done. The original Pokémon Red/Blue on the gameboy is an example where it’s not so well done in some places. If you pay attention you’ll notice that some Pokémon’s battle cries are simple pitch shifts of other ones and they didn’t apply any other effects to obfuscate this.

permalink
report
parent
reply
6 points

Shout out to Retro Video Game Mechanics Explained for his explanation of the entire construction of the cries.

permalink
report
parent
reply
5 points
*

I mean, pokemon needed 151 different battle cries. There is bound to be some overlap.

Pokemon is very optimised. In order to have the feature to give your pokemon nicknames, they had to scrap the other 105 pokemon just so they had enough space to write the code.

permalink
report
parent
reply
1 point

Sure, it’s a marvel how they managed to achieve a game of such scope within the constraints of a single cartridge. Still for the cries they could have managed to simply arrange them a bit smarter. For instance if you’re going to have pitch shifts the best place to use them would have been within evolutionary lines (grown up version simply has a lower pitch). So you could probably simply rearrange the existing sounds to make more sense without needing extra storage.

permalink
report
parent
reply
1 point
*

Need is such a strong word

I don’t think they needed a single one.

The game would be equally popular with, and without the screeches.

permalink
report
parent
reply
10 points

That’s exactly what I’m looking for ^^

permalink
report
parent
reply
9 points

I don’t know if there are any for the switch specifically, but Modern Vintage Gamer on YouTube does a really good deep dive series he calls “impossible ports” where he covers the technicals of how a port of a game was made for a console and why it’s crazy that it works at all. Portal on the N64 and halflife on the PS2 are the example that first come to mind.

permalink
report
parent
reply
8 points

Sorry, can’t give you references, but the examples I used were from one of the early Mario games. I was around when the euro demo scene was still hot, so there were loads of tips and tricks they used to game the 8086-x386 hardware to create dazzling effects in real time, prior to the introduction of acceleration and dedicated graphics chipsets. It was a truly glorious time, and a great source of wonder growing up in the 90s watching the industry evolve around me.

Still blows my mind (though not in a good way) to hear a simple app or http framework nowadays needs several gigabytess just to install. Everything I mentioned used to happen in 32k-8mb of RAM.

permalink
report
parent
reply
3 points

The demo scene still exists and they still produce mind blowing stuff.

I still remember “playing” .kkrieger, a 3d shooter fitting in a fucking 64kb exe. It did use quite a bit of RAM though.

permalink
report
parent
reply
4 points

Check out this rather extreme example: REVS on the BBC micro https://youtu.be/p5s-zbXtDoo?si=5UWDROP2HtGQSiut

permalink
report
parent
reply

Hell yeah. I think it was Spyro – anyway, some psx game – that had to literally go through the source code and declare integers like i outside of loops, so they could be reused. All so the game would fit on disc.

permalink
report
parent
reply
48 points
*

I’m not sure what your experience levels are with code, but breath of the wild source code is decompiled and available online. it was truly eye opening how that game is designed, everything is very modular and parameter based to work within just a few generalized shared systems. I’d guess TOTK took those same systems and expanded the parameter data that can be applied, and added a whole lot more modules using them.

permalink
report
reply
27 points

I am happy to read that there are still game devs around that give a fuck about optimizing their code. I am so sick of that whole “hardware is cheap” excuse for wasting resources.

Thinking about it… it’s probably more prevalent in game dev in general than in application software dev. But I digress.

permalink
report
parent
reply
24 points

I am so sick of that whole “hardware is cheap” excuse for wasting resources.

When you’re developing a flagship AAA game for the Switch you can’t use that excuse since you’re stuck with 6 year old mobile hardware.

permalink
report
parent
reply
8 points

The console was released almost 7 years ago, the chip used is even older at almost 9 years old

permalink
report
parent
reply
16 points
*

Game devs are overworked and underpaid af, so all those layers upon layers of abstractions just handed to you by game engines, at the cost of a ton of performance in order to save brainpower and time, look VERY enticing. Sure, you could spend more time and also spend more money in order to keep devs from leaving your company (because if you don’t keep giving your devs lucrative deals, they WILL jump ship as soon as they can get a better deal, that’s every job in tech) so you can maintain modular, decoupled, high-performance low-level code, but why do that when it’s just as profitable, even more profitable actually, not to?

But Nintendo, despite treating their consumers like shit, is EXTREMELY good with workers (especially in the context of Japan which is probably one of the worst countries on this planet for workers). They make good games because their employees aren’t overworked and underpaid as hell. They don’t have high turnover, they keep their employees over decades because they keep enough funding and effort into their current employees, rather than pumping all of that into hiring like most companies do. That’s why they can even exist despite the Switch being kind of garbage, why they can succeed where Sony and Microsoft are failing, because they attract and keep experienced, quality employees, so they can make quality games.

Game development & design can be one of the hardest jobs in the software engineering industry, and it’s the biggest entertainment industry on Earth by far, yet game devs have some of the worst conditions of any software engineers, dare I say the worst… So by buying shit games from shit companies, people are just affirming their shit practices.

permalink
report
parent
reply
9 points

This made me think we need an independent 3rd party to certify games that are “ethically sourced” , so to speak, like they do with cacao and palm oil.

I’d be more likely to buy games where the workers are treated well as opposed to ones from developers that are meat grinders.

permalink
report
parent
reply

No Stupid Questions

!nostupidquestions@lemmy.world

Create post

No such thing. Ask away!

!nostupidquestions is a community dedicated to being helpful and answering each others’ questions on various topics.

The rules for posting and commenting, besides the rules defined here for lemmy.world, are as follows:

Rules (interactive)


Rule 1- All posts must be legitimate questions. All post titles must include a question.

All posts must be legitimate questions, and all post titles must include a question. Questions that are joke or trolling questions, memes, song lyrics as title, etc. are not allowed here. See Rule 6 for all exceptions.



Rule 2- Your question subject cannot be illegal or NSFW material.

Your question subject cannot be illegal or NSFW material. You will be warned first, banned second.



Rule 3- Do not seek mental, medical and professional help here.

Do not seek mental, medical and professional help here. Breaking this rule will not get you or your post removed, but it will put you at risk, and possibly in danger.



Rule 4- No self promotion or upvote-farming of any kind.

That’s it.



Rule 5- No baiting or sealioning or promoting an agenda.

Questions which, instead of being of an innocuous nature, are specifically intended (based on reports and in the opinion of our crack moderation team) to bait users into ideological wars on charged political topics will be removed and the authors warned - or banned - depending on severity.



Rule 6- Regarding META posts and joke questions.

Provided it is about the community itself, you may post non-question posts using the [META] tag on your post title.

On fridays, you are allowed to post meme and troll questions, on the condition that it’s in text format only, and conforms with our other rules. These posts MUST include the [NSQ Friday] tag in their title.

If you post a serious question on friday and are looking only for legitimate answers, then please include the [Serious] tag on your post. Irrelevant replies will then be removed by moderators.



Rule 7- You can't intentionally annoy, mock, or harass other members.

If you intentionally annoy, mock, harass, or discriminate against any individual member, you will be removed.

Likewise, if you are a member, sympathiser or a resemblant of a movement that is known to largely hate, mock, discriminate against, and/or want to take lives of a group of people, and you were provably vocal about your hate, then you will be banned on sight.



Rule 8- All comments should try to stay relevant to their parent content.

Rule 9- Reposts from other platforms are not allowed.

Let everyone have their own content.



Rule 10- Majority of bots aren't allowed to participate here.

Credits

Our breathtaking icon was bestowed upon us by @Cevilia!

The greatest banner of all time: by @TheOneWithTheHair!

Community stats

  • 9K

    Monthly active users

  • 3.6K

    Posts

  • 143K

    Comments