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So how does Splatoon keep its 60fps?

drotahorror

Member
I dunno how does CoD?

Seriously though, CoD has reliably been 60 on somewhat weaker hardware and with seemingly higher quality textures. It shouldn't be that hard for this. The fact it's 8 player is also a significant factor undoubtedly.

If only CoD (Ghosts) could hold 60 on PS4/XB1/PC

But yeah, Splatoon looks great, fantastic art style. Nintendo is all about that 60fps and that's why I love'em.
 

Jburton

Banned
That does seem really backwards. If 60 fps is aiming low is 30 fps aiming super low?

In terms of IQ it is aiming low, you especially have to aim low on the Wii U to hit a solid 60 ..... low res, basic geometry, textures, post processing etc.

Really have to spell it out for the sensitive types around here.
 

zoukka

Member
By sacrificing IQ, in that regard you aim low to hit the high FPS ..... especially with limited hardware.


Have whatever perspective you want on it, I have mine.

You look at things too simple. The clear visuals compensate for the lower IQ. 60fps is way too beneficial in a fast paced competetive game like this to be sacrificed.
 

Lernaean

Banned
But how will I get that cinematic experience at 60fps!!??

You don't. The only cinematic artistic choice is 24fps.

Oh wait...

And it maintains the performance by keeping the res low and the IQ low, it's not rocket science ...... it's obvious.

Only that we don't know the resolution and the IQ is great, textures are high, geometry is dense and lighting is top notch, and added to that we have great ink FX some done with real time fluids and some with smart mapping and resource management.
The fact that this is a cartoony art direction and not a realistic one does not mean IQ is low.
 
Actually no. Sunshine could technically do the stacking already. It's just a lot simpler than people think it is. For one, you only keep track of current color and thickness per texel. You don't need the actual layers as you cannot effectively remove paint. Also it's not really fluid dynamics, once the paint is in it is static, ie you won't see anything mixing or dripping.
I see. Thanks for the explanation!
 

Jburton

Banned
You look at things too simple. The clear visuals compensate for the lower IQ. 60fps is way too beneficial in a fast paced competetive game like this to be sacrificed.

I'm am not saying it shouldn't be 60 FPS or it's not beneficial ffs, only commenting on the question in the OP

"How does Splatoon keep it's 60fps"

Unbelievable.
 
Do any of them games look great? I don't really think so though I haven't seen Fifa so maybe that game will break the trend. And I think 60fps over next gen graphics is the right move. I just dont think the laptop APUs in these consoles can give both.

despite throwing in things like laptop apus and stuff, all of them look great
 

lobdale

3 ft, coiled to the sky
"How does PS4 have such great visuals?" "Oh, it's that next gen hardware."

"How does Splatoon have such great visuals?" "Oh, must be good devs."

NEVER CHANGE GAF
 

wildfire

Banned
By sacrificing IQ, in that regard you aim low to hit the high FPS ..... especially with limited hardware.


Have whatever perspective you want on it, I have mine.


Yet you accept a lot of what Digital Foundary says as true. They even point out that hitting 60fps is way too demanding compared to hitting 30 and creating a bunch of nice textures and particle effects.

I guess you only do so when the argument is convenient for you.
 

collige

Banned
I've noticed that they appear to be using the same lighting trick as 3D World where instead of having shadows that accurately represent the character model, they're just rendered as a bunch of ellipses. I'm sure that improves performance and I'm pretty sure Nintendo is the only developer that does that.
 

Bundy

Banned
Just entering this thread to say how fucking amazing Splatoon looks ^_^
Don't know why but it gives my Power Stone levels of fun, looking at the videos :)
 

Jburton

Banned
Yet you accept a lot of what Digital Foundary says as true. They even point out that hitting 60fps is way too demanding compared to hitting 30 and creating a bunch of nice textures and particle effects.

I guess you only do so when the argument is convenient for you.


I just made that point, to hit 60 they have sacrificed visuals.

Wtf are you talking about?
 

nkarafo

Member
But it's not magic.
Sometimes it looks like it is though. I mean games like Metroid Prime and F-Zero GX look amazing, in fact they are some of the best looking games on the system, but they both run at stable 60fps.

Yeah, its not magic ofc, its just that sometimes devs have the enthusiasm and skill for such things.
 
I don't understand the posts that try to diminish their achievement saying things like "it is not technically impressive, it is just their art style". Well, if they can make a game look good and not be demanding to the hardware at the same time, kudos to them, right? It is an achievement on its own being able to use your resources effectively.
This needs to be quoted more often... In other threads as well actually.
 
I don't understand the posts that try to diminish their achievement saying things like "it is not technically impressive, it is just their art style". Well, if they can make a game look good and not be demanding to the hardware at the same time, kudos to them, right? It is an achievement on its own being able to use your resources effectively.

This!
 

gogogow

Member
I've noticed that they appear to be using the same lighting trick as 3D World where instead of having shadows that accurately represent the character model, they're just rendered as a bunch of ellipses. I'm sure that improves performance and I'm pretty sure Nintendo is the only developer that does that.

No idea what you're talking about.

splatoon-shadows17ci5.gif
 

Ulysses 31

Member
I've noticed that they appear to be using the same lighting trick as 3D World where instead of having shadows that accurately represent the character model, they're just rendered as a bunch of ellipses. I'm sure that improves performance and I'm pretty sure Nintendo is the only developer that does that.

You clearly need to check the gameplay videos of those games then because neither of them resorts to using just elipses as the character shadows(even if it does seems like that with toad and peach).
 

Son Of D

Member
"How does PS4 have such great visuals?" "Oh, it's that next gen hardware."

"How does Splatoon have such great visuals?" "Oh, must be good devs."

NEVER CHANGE GAF
Can you give me some examples of the top quote? Preferably from a user who posted an example of the second quote.
 

wildfire

Banned
I just made that point, to hit 60 they have sacrificed visuals.

Wtf are you talking about?


The point you also made is that Nintendo is setting their goals low.

You have been insinuating consistent 60fps is an easier task to achieve than hitting 30 fps with enhanced graphics.

Everyone in this thread so far has been telling you that you are wrong and now I'm pointing out that a source you trust also says hitting consistent 60 FPS requires more skill and is more demanding on hardware than going 30 fps and having prettier visuals than at 60.
 

Hermii

Member
I've noticed that they appear to be using the same lighting trick as 3D World where instead of having shadows that accurately represent the character model, they're just rendered as a bunch of ellipses. I'm sure that improves performance and I'm pretty sure Nintendo is the only developer that does that.
If shadows are so demanding for the hardware I think more devs should do it, because i domt care about shadow realism. Use those tesources elsewhere on things like consistent framerate or cooler looking effects.
 

Jburton

Banned
The point you also made is that Nintendo is setting their goals low.

You have been insinuating consistent 60fps is an easier task to achieve than hitting 30 fps with enhanced graphics.

Everyone in this thread so far has been telling you that you are wrong and now I'm putting out that a source you trust also says hitting consistent 60 FPS requires more skill and is more demanding on hardware than going 30 fps and having prettier visuals than at 60.


I have said they had to make sacrifices to hit 60 by aiming lower in terms of IQ, not that it's easy to hit 60 in a general sense, rather to make it easier to hit a consistent 60.


Learn to read.

I never said Nintendo set their goals low.

Take the emotion out and stop putting words in my mouth.
 

stryke

Member
If shadows are so demanding for the hardware I think more devs should do it, because i domt care about shadow realism. Use those tesources elsewhere on things like consistent framerate or cooler looking effects.

I think that would only work in an art style like this. Try doing that in a game like COD or similar will just look weird.
 

Lernaean

Banned
And I consider you to be wrong and I'm not the only one to have said the game is not a looker and basic looking.

Ofc you are not the only one. Some claimed even Xeno X is not a looker. There is an overstock of wrong opinions in Nintendo threads.

But i'll say it again so maybe you'll understand. When a game runs at 60fps, with high res textures, good geometry density, excellent lighting, a good even if not perfect AA solution and good resource management so you can dynamically paint and traverse the entirety of the map using a combination of real time fluids and mapping then you can't say it lacks good IQ because it uses a cartoony art direction over a hyperreal one.
 
Lol, people think this game is technically impressive? It would be better to make a thread wondering how MK8 is running at 60, because that's genuinely surprising for the WiiU.

Splatoon is literally just up-resed Mario Sunshine code with better lighting and textures. It would be a scandal if the game weren't running at 60 fps. The Game Cube basically could run this game with some downgrades.

What's impressive about Splatoon and other Nintendo games, is the way code is recycled. Nintendo has be using the Mario 64 codebase and OoT (modified Mario 64 code) codebase since those games came out. They seldom re-write code, they merely build ontop of it. Some camera movement in their games predate even the N64- originating on the never released Starfox 2 according to former employees of Argonaut. Splatoon just applies Mario 64 collision code, Sunshine's paint code, and adds a squid mechanic. They probably had a rough prototype ready within a couple of weeks of starting development. Ever wondered why the dev. team for Splatoon seems so small? There's your answer.

I was actually disappointed with the way Splatoon looks. It could use better art direction in my opinion, but hopefully this is prior to Nintendo's graphics wizards getting their hands on the game. Captain Toad's graphics and art direction destroy this game.

Finally, I hope Splatoon (and I guess Captain Toad?) are harbingers of a new paradigm at Nintendo. Nintendo shpuld be able to output games relatively quickly with as many people as it employs. Most "indie" dev teams are smaller than 10 people, and put out amazing work without Nintendo's code library to help them. Hopefully Splatoon sells well (it's Q1 2015, I'd catch the post-Christmas rush), and encourages Nintendo to break it's younger developers into smaller, nimbler teams. Nintendo's young guns can have great ideas when they're left to their own devices it seems.
 

Goron2000

best junior ever
Nintendo has direct access to the engineers that created the platform, it's not many companies that can get help with tools and tech on the fly like they can.
 

Axass

Member
Splatoon is literally just up-resed Mario Sunshine code with better lighting and textures. It would be a scandal if the game weren't running at 60 fps. The Game Cube basically could run this game with some downgrades.

While the rest of your post seems reasonable... this is a bit of a stretch.
 

phanphare

Banned
I have said they had to make sacrifices to hit 60 by aiming lower in terms of IQ, not that it's easy to hit 60 in a general sense, rather to make it easier to hit a consistent 60.


Learn to read.

I never said Nintendo set their goals low.

Take the emotion out and stop putting words in my mouth.

Any game can hit 60fps at 720 FPS if you make it look super basic.

Shit ain't no achievement, it's just aiming low.

.
 

Chev

Member
Splatoon is literally just up-resed Mario Sunshine code with better lighting and textures. It would be a scandal if the game weren't running at 60 fps. The Game Cube basically could run this game with some downgrades.

Well no, not quite, the downgrades would make it a substantially different game. While the paint effect is similar sunshine kept it under control because the painted surfaces were designer-driven (in fact they're hardcoded in the level files) and almost only floors, and you werent in control of the painting, only the cleaning (which means you can't get paint outside of those places chosen by designers). Splatoon lets you paint just about everything.
 

wildfire

Banned
I have said they had to make sacrifices to hit 60 by aiming lower in terms of IQ, not that it's easy to hit 60 in a general sense, rather to make it easier to hit a consistent 60.


Learn to read.

I never said Nintendo set their goals low.

Take the emotion out and stop putting words in my mouth.

When you said this.

By sacrificing IQ, in that regard you aim low to hit the high FPS ..... especially with limited hardware.


Have whatever perspective you want on it, I have mine.


You responded to a person who was talking about performance and not image quality when you continued to assert Nintendo was setting a low bar. I noticed your assertion was about image quality beforehand but at that point you either weren't paying attention or you didn't care to think about who you were responding to.
 

wildfire

Banned
What's impressive about Splatoon and other Nintendo games, is the way code is recycled. Nintendo has be using the Mario 64 codebase and OoT (modified Mario 64 code) codebase since those games came out. They seldom re-write code, they merely build ontop of it. Some camera movement in their games predate even the N64- originating on the never released Starfox 2 according to former employees of Argonaut. Splatoon just applies Mario 64 collision code, Sunshine's paint code, and adds a squid mechanic. They probably had a rough prototype ready within a couple of weeks of starting development. Ever wondered why the dev. team for Splatoon seems so small? There's your answer.
.

Do you have an archive of Nintendo disclosing this information?
 
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