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DF: Zelda Breath of the Wild uses dynamic resolution scaling

RowdyReverb

Member
Dynamic resolution scaling seems like it would make perfect sense for the Switch given that each game has 2 performance targets
 

D.Lo

Member
Considering this is a launch game originally built for older hardware and it STILL has performance issues despite these concessions, I'm pretty disappointed with Nintendo's choices for speccing out the Switch.

It would be one thing if this was just their handheld ... but it's not.

So four more years of performance issues, especially for multiplats. This on top of how gimped joycons are if portable mode is your main draw.
Considering the game had four years of development designed around the specific peculiarities of a completely different architecture, was ported to the new machine and runs it significantly better, at a resolution Xbox One owners have been working with fine for years, it all seems as expected. Read this on Fast RMX to see how clear it is the Switch is significantly more capable than the Wii U, yet even that game was also developed very quickly for launch as an adaptation of older code and assets.

Also, I have no idea why you keep coming into threads about a console you hate to give your little negative hot takes on everything.
 

me0wish

Member
Ok. Does that mean the firmware issue with dynamic downscaling brought up in their coverage of Fast RMX impacts Zelda too? I still can't understand why their pre-release Switch hands-on was running almost perfectly and we end up with these drops in the final product.

I'm curious about this as well.
 
I find this somewhat disappointing given this a launch game designed for weaker hardware (which it doesn't run spectacularly on either...Still, it seems the game looks pretty clean in general in portable mode.

Needs Switch Pro ASAP.

Only if it reduces the price of the original. Can you imagine how much a Switch Pro would cost?
 
I noticed this today actually while playing in handheld mode. It was a forest area with lots of grass and the sun shining through trees, suddenly everything became blurry and jaggy.

Still the most gorgeous game I've played. I'm in awe at how beautiful it looks, thanks to impeccable art style and direction.
 

69wpm

Member
I think there is more to this story that just a dynamic resolution. I came across an area where it looked like AA was temporarily turned off.

Look at these two screenshots:

ahvnwb.jpg

onuxsz.jpg
 

ethomaz

Banned
That is not a surprise... it is a portable hardware after all.

I expect it holds minimum 720p in future games.
 

DBT85

Member
Tbh, every game should use dynamic scaling to lock the frame rate. During play you'll barely if ever actually see a res drop over a few frames unless it's a massive res drop, in which case there are bigger problems.

Even more the case for Pro/Scorpio targeting 2160/1800.
 
Interesting. Wonder if they could get rid of the performance issues simply by making the dynamic resolution more aggressive. A drop to 90% isn't a lot.

Ds o 90% in both axis which means a ~20% total resolution drop. It's not a lot either but more than just 10%
 

Bluenoser

Member
Dynamic resolution, yet FPS drops to the teens still happen?

Then again, DF seemed to not be able to link FPS drops to what is actually on screen. It seemed really random.
 

shiyrley

Banned
Yeah I definitely noticed that sometimes the portable mode doesn't look like native resolution. Cool to have an explanation. It still looks great, but it's a shame it doesn't manage to be native 100% of the time.
 

Rodin

Member
Nice, never even noticed this. Now either fix the code or make this drops more aggressive when needed, so it becomes stable.
 
Is this the first Nintendo developed game to use resolution scaling? Interesting if so.
I'm curious of the GPU fix that Shinen talked about will do anything to Zelda. Either way I hope they release a performance patch for the game before the DLC hits.
 

RowdyReverb

Member
But why ?
Why can't they render the model at the proper resolution here.
Maybe it made it slower to bring up the menu or the model wouldn't render instantly enough. It's absolutely a scenario where need for performance outweighs need for visual fidelity
 
I feel like you can notice this weird shimmering artifact on some of the special effects. Like they are low resolution or something. I guess that's made worse by that weird pink sheen crap on Ganon's...uh...poo aura.
On wii u I notice a lot of dithering on grass in areas where the framerate goes to shit. I dont think I've noticed the shimmering
 
They went further than that, and said the developers said as much.
According to [Digital Foundry[/i], it's full 1080p with dynamic resolution enabled at times.
Yes, but during discussion in the thread about their findings, DF revealed info not in their article or video. This was the detail that, during some camera changes, the resolution is 360p for a couple frames, then snaps up higher. In addition, a user posted a screenshot of (buggy) multiplayer actually running at 360p. These facts suggest--though they do not prove--the game is using accumulation methods to raise resolution.
 
I never noticed it was a resolution drop but I can definitely say that it makes sense since when it rains in rhe first 2 cmvikkages the game us noticeably more fuzzy.
 

Irminsul

Member
This was the detail that, during some camera changes, the resolution is 360p for a couple frames, then snaps up higher. In addition, a user posted a screenshot of (buggy) multiplayer actually running at 360p. These facts suggest--though they do not prove--the game is using accumulation methods to raise resolution.
I don't quite follow... How does the fact that a dynamic resolution is used imply temporal reconstruction?
 

HowZatOZ

Banned
It's very clear this was a Wii U development moved over to the Switch with little time to clean up and polish. As much as the game is beyond a masterpiece of its time, I would have definitely loved to see Nintendo dedicate a Switch-only title to the series. The potential could have been even more jaw dropping.
 

z0m3le

Banned
Yes, but during discussion in the thread about their findings, DF revealed info not in their article or video. This was the detail that, during some camera changes, the resolution is 360p for a couple frames, then snaps up higher. In addition, a user posted a screenshot of (buggy) multiplayer actually running at 360p. These facts suggest--though they do not prove--the game is using accumulation methods to raise resolution.

It would suggest to me that the dynamic resolution is much more aggressive, with a tiled based render that Maxwell has, it could simply be an artifact of how that works. In the end we are comparing it to the Wii U version of the game (only other version that exists) and we are seeing drastic performance increases in line with what the specs suggest, nothing hidden or secret sauce-y about it, simply 4 to 5 times what the Wii U is capable of, and that is in line with a R700 ATI GPU from 2008 with 176gflops vs a maxwell Nvidia GPU from 2015 (X1) with 393gflops - 472gflops.
 

kc44135

Member
Yeah, I was wondering if there might be some sort of dynamic resolution in place. There are parts of the game on Wii U (towns, particularly) that definitely looked sub-HD to me. Since DF hadn't mentioned it previously, I chalked it up to uneven texture quality or something along those lines, but I guess this is what I was seeing. The game really does look rough at times on Wii U.
 

televator

Member
I think there is more to this story that just a dynamic resolution. I came across an area where it looked like AA was temporarily turned off.

Look at these two screenshots:

The game never appeared to have AA from all the vids I've seen. Dropping resolution will increase their appearance though.
 
Yeah, I was wondering if there might be some sort of dynamic resolution in place. There are parts of the game on Wii U (towns, particularly) that definitely looked sub-HD to me. Since DF hadn't mentioned it previously, I chalked it up to uneven texture quality or something along those lines, but I guess this is what I was seeing. The game really does look rough at times on Wii U.

Tbh I only find the towns to be visually inconaistent in the WiiU version. Since there is no AA the edges get pretty bad. The forests look pretty high quality.


I'm already pumped to see their ground up Switch title. Since they can build it with effects that can mostly be tiled they shouldn't run into the bandwidth issues they are having.
 

z0m3le

Banned
My guess its the AI and Physics in Zelda, that game has some really cool stuff going on that not even Horizon is doing, has anybody looked into that?

1. https://www.youtube.com/watch?v=aVPXKdSEGNQ

2. https://www.youtube.com/watch?v=qEGWtyJAkO0

This is a good point, the memory bandwidth has to be shared with the CPU too, so in moments where the CPU might take a large chunk out of the bandwidth, could cause freeze frames for moments like some have recorded. That actually seems to be the most likely cause of this, the espresso CPU might be maxing out and the Switch CPU might be taking up too much bandwidth to push those extra pixels (from the GPU) in docked mode.
 
I don't quite follow... How does the fact that a dynamic resolution is used imply temporal reconstruction?
Dynamic resolution is for reducing res when under stress to maintain performance. That's not what either of my examples were doing. For one, not every similar scene caused the camera-switch drop. For the multiplayer example, the game didn't need the drop for performance at all; by restarting, the player was able to run the same race at 720p.

So why does it sometimes take a couple frames to hit full resolution? Why is a 360p framebuffer present in multiplayer, if 720p is easily achievable? We know the engine previously used temporal upscaling, and a combination of quarter-res buffers would be a plausible starting point for that.

Again, none of this is conclusive; FAST RMX may well not be using temporal upscaling. But if so, there's definitely some other problem with it maintaining resolution. Either way, using it as an example for how 1080p games are possible on Switch isn't convincing.
 

D.Lo

Member
It's very clear this was a Wii U development moved over to the Switch with little time to clean up and polish.
Yeah the fact the assets are identical on Wii U shows this. I grabbed the Wii U version and was actually shocked at how it is basically identical a lot of the time.

Jumping back to the Switch version does show a huge increase in fidelity and performance in line with what the specs suggest, but this is nonetheless at its core a Wii U game that has had a quick port-up.
 
My guess its the AI and Physics in Zelda, that game has some really cool stuff going on that not even Horizon is doing, has anybody looked into that?

1. https://www.youtube.com/watch?v=aVPXKdSEGNQ

2. https://www.youtube.com/watch?v=qEGWtyJAkO0

I don't understand what this has to do with Zelda's performance on its own platform? Horizon has nothing to do with how Zelda runs.

If Nintendo puts this stuff in their game, it's on them to make it actually perform well isn't it?
 

z0m3le

Banned
Dynamic resolution is for reducing res when under stress to maintain performance. That's not what either of my examples were doing. For one, not every similar scene caused the camera-switch drop. For the multiplayer example, the game didn't need the drop for performance at all; by restarting, the player was able to run the same race at 720p.

So why does it sometimes take a couple frames to hit full resolution? Why is a 360p framebuffer present in multiplayer, if 720p is easily achievable? We know the engine previously used temporal upscaling, and a combination of quarter-res buffers would be a plausible starting point for that.

Again, none of this is conclusive; FAST RMX may well not be using temporal upscaling. But if so, there's definitely some other problem with it maintaining resolution. Either way, using it as an example for how 1080p games are possible on Switch isn't convincing.

1080p games are possible on Wii U, it's really about what the system is actually pushing, but pixel density isn't the ultimate factor of the system and if fast racing was having other issues, there was plenty of effects that could have not enabled in order to have the performance bandwidth to maintain the higher frame rates. I actually still think the most likely explanation is some weird artifact of TBR which I think Shinen would be interested in using.
 

Irminsul

Member
So why does it sometimes take a couple frames to hit full resolution? Why is a 360p framebuffer present in multiplayer, if 720p is easily achievable? We know the engine previously used temporal upscaling, and a combination of quarter-res buffers would be a plausible starting point for that.
I'm not saying you're definitely wrong, but there are explanations for this. DF explained the first thing, pixel count is only changed at one row/column per frame to make the transmission smoother. The other thing can easily explained by a bug and aggressive resolution scaling.
 
Dynamic resolution is for reducing res when under stress to maintain performance. That's not what either of my examples were doing. For one, not every similar scene caused the camera-switch drop. For the multiplayer example, the game didn't need the drop for performance at all; by restarting, the player was able to run the same race at 720p.

So why does it sometimes take a couple frames to hit full resolution? Why is a 360p framebuffer present in multiplayer, if 720p is easily achievable? We know the engine previously used temporal upscaling, and a combination of quarter-res buffers would be a plausible starting point for that.

Again, none of this is conclusive; FAST RMX may well not be using temporal upscaling. But if so, there's definitely some other problem with it maintaining resolution. Either way, using it as an example for how 1080p games are possible on Switch isn't convincing.

Fast RMX is still a port though. I agree with you (and frankly if PS4 and X1 do not always hit 1080p in heavy graphical games I dunno why we expect Switch too) but I think if Shinen make a ground up Switch game they will probably be able to hit 1080p. Those guys are tech wizards for being a 5 person team.
 

RootCause

Member
I would've preferred to have 720P on docked mode. The difference between docked/undocked is noticeable. Hope Nintendo is working on a patch.
 
It would suggest to me that the dynamic resolution is much more aggressive, with a tiled based render that Maxwell has, it could simply be an artifact of how that works. In the end we are comparing it to the Wii U version of the game (only other version that exists) and we are seeing drastic performance increases in line with what the specs suggest, nothing hidden or secret sauce-y about it, simply 4 to 5 times what the Wii U is capable of....
If it is simply dynamic resolution, then 4-5x WiiU becomes only an ideal. The game does have greatly improved effects, and the resolution jump maxes out at 4.5x when docked. But it does not stay there, often running more like 3x docked. And you're saying it can drop as low as half of WiiU when undocked. That strongly suggests that, while on paper Switch is far more powerful, in reality there are bottlenecks which make using that power very problematic.
 

Dunkley

Member
My guess its the AI and Physics in Zelda, that game has some really cool stuff going on that not even Horizon is doing, has anybody looked into that?

1. https://www.youtube.com/watch?v=aVPXKdSEGNQ

2. https://www.youtube.com/watch?v=qEGWtyJAkO0

Who the hell even was talking about Horizon Zero Dawn and why is it brought up every time to justify Zelda's poor performance?

Like yes, Zelda is impressive, I liked Breath of the Wild and I haven't played Horizon Zero Dawn or own a PS4, but seriously what the hell makes that game relevant to BotW at all besides fanboy B.S.? The games do set out to accomplish different things and I think they both accomplish them, I don't get why one game needs to shat on just so the other one looks better.
 
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