So if the drops are not dependent of what's on screen? What are they're reasons?
In massive, complex open worlds like this one, there are plenty of things going on behind the scenes that could be bottlenecks.
There are drops that happen due to stuff on screen and there are other drops that are due to these bottlenecks.
From what I know of him, the answer is he wouldn't. I think.I wonder if Iwata would have had approve to send Zelda out like this?
Do we really need location spoilers in a performance thread?! I mean, sure, I expected something like that to be in the game from the trailers, but still. Come on. Think.
One thing I've noticed is in portable mode, the game seems to take a resolution dip sometimes. It's pretty easy to tell since it's so crisp until that happens. So maybe that's part of why portable mode runs better?
No, the resolution never changes. It might be the screen displaying minor interlacing lines when panning or moving quickly,
So if the game can't sustain a 30fps it will go down to 20???
Why Nintendo?
Everything in the world is persistent. There are visual tricks employed, but for the most part, there are thousands of concurrent assets, each with their own physics, and everything is being handled simultaneously.
I think some people are heavily discounting how impressive the technology is for a handheld; Zelda is also an incredibly demanding game for any device with its myriad assets, so 900p docked is tech wizardry itself.
I will, however, concede that a certain location in the game (without spoiling) is borderline unplayable when docked; handheld is fine.
I'm at work, can anyone type up their findings?
Switch holds up better in stressful situations than the WiiU. Kakarito village, or whatever it is called, has barely any issues in Switch.
Overworld seems mostly fine until explosions happen and both will tank. WiiU will stay around the 20fps for a bit longer than Switch. Kakariko Village seems fine on the Switch with a few stutters and the WiiU runs pretty much non stop at 20.I'm at work, can anyone type up their findings?
First up, let's talk metrics. Getting a firm lock on this is challenging owing to the fact that right now, we can't grab direct feed video from the Switch in handheld mode, but based on screenshot dumps, we're pretty confident that when the game hits system limits, resolution drops to 90 per cent on both axes - so the portable mode dips to 1152x648. This represents 81 per cent of native 720p in total.
On the face of it, the utilisation of a dynamic framebuffer may explain how the portable mode runs more smoothly. However, further investigation confirms that the same scaling tech is utilised when Zelda is docked as well, with a native pixel-count of 1440x810 at stress points, dropping down from its usual 1600x900. Tellingly, this is also a 90 per cent scaling on both X and Y axes, just like the handheld scaling implementation.
The comparatively small bump in memory bandwidth between mobile and docked configuration remains our best theory here. Undocked, Switch runs its LPDD4 modules at 1331MHz, rising to 1600MHz when plugged into the dock. That's only a 20 per cent increase in bandwidth to sustain a 56 per cent uplift in resolution. Meanwhile, both CPU and GPU are tapping into that same pool of bandwidth, possibly causing contention issues.
yes, you've guessed it - the same scaling technology is also deployed on the last-gen version of Zelda as well. We used Kakariko Village here as an established testing point where performance is poor in order to confirm this. Wii U matches Switch's portable profile, offering up a 1152x648 resolution in these areas.
It originally ran at 60fps? :|
That's crazy if true. Whatever the case, a patch to fix inconsistencies and lock it to 30fps in docked mode would be nice.
Honestly.. when has nintendo ever patched bugs due to performance issues like frame rates?
This reads like a bunch of nonsense. A thread about it was locked too, so we probably shouldn't put much stock into this guy.
Didn't they do exactly that with Splatoon?
Written By John Keefer
Optimization issues could be at the heart of the game's performance drops.
While The Legend of Zelda: Breath of the Wild is fantastic, the Nintendo Switch version of game has its share of performance and framerate issues, especially between docked TV mode and handheld mode. Speculation has varied on what the issue could be, as it tends to be sporadic, but one developer seems to think it is just programming bugs.
The unnamed developer from Bplus Games told GameSplash that only certain zoom ratios are affected. "Most of the frame-rate issues in Zelda are just programming failures. If Nintendo sets the right people to it they can totally fix them, " the developer is quoted as saying. "Some dev friends and I have the same feeling about that. Because sometimes it is just a specific zoom ratio that makes the frame-rate drop. Just zoom in a bit closer or further away and it runs super smooth. The problem is that the game wants to show both near and far LOD (Level of Detail) objects. This is a frame-rate killer if two objects are in each other. To show that, it would need around 10 times the power. And if you see Kakariko Village, the framerate hell there, and then the more beautiful Hateno Village, which runs super smoothly, you see that doesn't make sense. So something else is going wrong there."
The dev also said that Nintendo knows about the LOD issue, but hasn't fixed it yet. He explains that in his chats will some Nintendo developers, he found the game originally ran at 60fps, but they didn't want performance fluctuations, so they focused on capping it at 30fps.
I notice the framedrops, but for some reason they don't bother me that much. The game doesn't feel choppy.
That was for the hub-area, not gameplay.
Nintendo devs>>>>>>>>x1000>>>Unnamed dev. Easy.
This reads like a bunch of nonsense. A thread about it was locked too, so we probably shouldn't put much stock into this guy.
The performance is certainly weird though. The game basically freezes almost every time I hit a Moblin down.
I dunno, this was explicitly said at GDC:
If they literally did no optimization I'd buy this story.
this doesn't even make sense though?I dunno, this was explicitly said at GDC:
If they literally did no optimization I'd buy this story.
I'm not saying a game made from the ground up for Switch wouldn't perform better, but I certainly wouldn't put much stock into an unnamed developer from Bplus Games.I dunno, this was explicitly said at GDC:
If they literally did no optimization I'd buy this story.
Considering that the game was getting developed for both consoles and they didn't want the two to look or feel different, this is implying that they got it running with brute force.this doesn't even make sense though?
of course they optimised it, it runs better than the wii u ver in undocked switch mode + they would've had to port it to a different architecture for the switch anyway
I wouldn't. It's not worth sacrificing the resolution gains for the 95% of the time it runs fine. If anything they just should have given more leeway to the adaptive resolution.I would've preferred if they had kept it at 720P while docked. Hope they patch it.
That was for the hub-area, not gameplay.
that shacknews link sounds like fud of the highest order.
3d zelda has never been 60fps.