NintendosBooger
Member
A multiplayer Mario adventure is always welcomed in my home.
Pack in Captain Toad as well and you're golden. These games are perfect for portable devices.
I have no friends but I still loved 3D World.
Sounds like someone has no friends, both games are stellar if played as designed.
Even at the cost of new games?
I loved 64 and sunshine, galaxy games was great but I was not a fan of the small worlds
I have not played 3d world or odessey but from my impression 3d world looks amazing, better than odessey
This post doesent make much sense but thats it
Sure it does. 3D World has to render only so much because the areas are more linear. Odyssey has to render immense lands. I don't remember if 3D World was 1080p but the hardware isn't that different.
3D World was 720p.
Still, I felt the opposite way about Odyssey's visuals when I had a look at 3D World trailers and gameplay yesterday - 3D World is way behind visually and technologically from Odyssey.
Not only is Odyssey indeed rendering vaster worlds with a much, much higher draw distance, but it also has a completely free camera, higher-poly objects and characters, more advanced shaders and a higher variety of shaders, far more advanced lighting, actual dynamic cast shadows from the environment and objects (Captain Toad had a bit of this, 3D World has none of this), and higher resolution textures that still look crisp in docked mode at 800-900p.
This all probably explains why Odyssey renders in 640 x 720 in portable mode, while also blending information from previous frames.
I've just remembered my biggest criticism of 3D World: because of the fixed camera perspective, it's a NIGHTMARE to judge depth and distances sometimes. I usually had to look at the shadow underneath to try to figure out where I was going to land after a jump, especially on platforms moving toward or away from the camera.
It's not a problem with 3D Land. You can tell the game was designed to be played in 3D on 3DS.
I still feel IQ was a bit higher in 3D Mario World and actually shader complexity and higher mesh density and more foliage and thin object rendered at a farther draw distance provide a nice explanation... regardless of the minor resolution bump (even a 1080p framebuffer would have not changed much) the lack of high quality edge and surface shaders AA makes a more advanced image seem more shimmery (and to some lower quality as a result).
The game, even on docked mode, does seem to employ another clever trick to reduce load and keep the framerate up: when Mario or some objects are occluded and/or too close to the camera the game tries to let you see through them and it does so with a Saturn style fake transparency which is cheaper, more deferred shader friendly, and it lowers both fill rate requirements and shader load as a result (the opaque bits in the fakely transparent mesh do occlude fragments behind them).
I've just remembered my biggest criticism of 3D World: because of the fixed camera perspective, it's a NIGHTMARE to judge depth and distances sometimes. I usually had to look at the shadow underneath to try to figure out where I was going to land after a jump, especially on platforms moving toward or away from the camera.
It's not a problem with 3D Land. You can tell the game was designed to be played in 3D on 3DS.
Good shout about the transparencies, I'd already forgotten that they were also used in MGS V probably due to the same reason.
This entire thread about the tech in Odyssey is a worthy read: https://twitter.com/chriswade__/status/924061000919285761
Didn't realise that the water shader actually affects the vertex structure of what are normally flat surfaces of water (like the rooftop swimming pools in Metro Kingdom). That's pretty awesome
Id rather a Mario Galaxy 1&2 HD port honestly.
Id rather a Mario Galaxy 1&2 HD port honestly.
Switch doesn't need boring games.
Id rather a Mario Galaxy 1&2 HD port honestly.