this post was submitted on 21 Feb 2024
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No Stupid Questions

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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, ...?

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[–] Surp@lemmy.world 0 points 8 months ago (3 children)

Lol this fool never played Pokemon Scarlett or Violet. Nintendo is absolute dog shit.

[–] ChairmanMeow@programming.dev 3 points 8 months ago (2 children)

That's developed by GameFreak, not Nintendo.

[–] Surp@lemmy.world 0 points 8 months ago* (last edited 8 months ago) (1 children)

The consoles too dog shit to run the game is the point . Port it to an emulator on pc and it runs great. Or steam deck

[–] wjrii@kbin.social 3 points 8 months ago

Okay, my ten year old loves these two games and has occasionally mentioned people playing them on emulators. She has no complaints (possibly because she's ten), and TBH when watching her play on the living room tv they look... fine? What is so terrible about the way they run natively? Legitimately curious.