RowdyReverb
Member
Dynamic resolution scaling seems like it would make perfect sense for the Switch given that each game has 2 performance targets
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.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.
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.
Needs Switch Pro ASAP.
Maybe dropping the resolution won't fix the frame drops? Maybe they're streaming issues.I kinda wish they'd drop it more in docked mode to avoid those drops to 20 fps.
Also i asked in the OT but nobody never answer me. WHY THE FUCK is Link completly blurry in the menu!?
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.
Because that link model is lower res than the in-game stuff.
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:
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.
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 fidelityBut why ?
Why can't they render the model at the proper resolution here.
Performance drop even on portable mode.
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 shimmeringI 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.
They went further than that, and said the developers said as much.
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.According to [Digital Foundry[/i], it's full 1080p with dynamic resolution enabled at times.
I don't quite follow... How does the fact that a dynamic resolution is used imply temporal reconstruction?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.
And portable mode is running with fewer resources, what's your point?
Portable mode's frame drops are also not all that bad.
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 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:
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.
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
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
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.I don't quite follow... How does the fact that a dynamic resolution is used imply temporal reconstruction?
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.It's very clear this was a Wii U development moved over to the Switch with little time to clean up and polish.
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
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
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
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.
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.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.
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.
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.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....
Nintendo sure had the better eye for detail here.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
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