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3DS FAQ - Everything we know about the 3DS so far

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The makers of Battalion Wars, House of the Dead Overkill and Lord of the Rings: The adventures of Aragorn put on the new handheld.

On the gamescom we had the opportunity to speak with Steve Pritchard, Development Director of Headstrong Games. He told us that they continue to work with Nintendo. This is reassuring in so far ever since it lately rumors that had disrupted the relationship between the two companies for a project set something.

Later, he informed us yet that they are already developing three games for Nintendo 3DS. If we now both statements together, it is very likely that they are working on at least one title for Nintendo. Perhaps a new Battalion Wars in 3D? More Steve Pritchard would tell us not natural. But we'll keep up to date!

More about Lord of the Rings: The adventures of Aragorn directly from Steve will follow shortly.


Summary in English:

At gamescom we just had the opportunity to talk to Steve Pritchard, Development Director of Headstrong Games. In this conversation he mentioned that the company is still working together closely with Nintendo. Later on, he then confirmed that they've already started development on three games for Nintendo 3DS. Although he did not confirm it directly, but taking both statements together makes it very likely that Headstrong Games is working on at least one game for 3DS for Nintendo. Maybe a new Battalion Wars in 3D?

Tada! This is probably worth its own thread, btw.
 
ILikeFeet said:
I'd care more if they did that Jet Grind Radio game ;_: (I am hoping to hell they are working on it for the 3DS)

oh and Battalion Wars 3(DS)

Oh snap. Jet Grind Radio 3DS would be a perfect opportunity to revive the franchise.
 
ILikeFeet said:
Odd the link was working. I'll try to fix it
I managed to copy it and it worked but HOLY FUCK does that site use the longest most fucked up url's ever.

I can see why you had trouble linking it :lol

The brackets in the code screws with the URL tag
 
ILikeFeet said:
as long as KH3D isn't a re-hash of old world/assets, I'll pay $45

They've got a new US CEO now - so hopefully he will put a stop to this practice of charging more. He's Westernising the culuture of SE USA a lot more - he's an ex-Microsoft guy - and is the first SE US CEO who's not an Asian. He's got a history at other, more 'grounded' developers in the West, so I don't think they will. They've never charged any extra here in Europe.
 
Easy_D said:
I managed to copy it and it worked but HOLY FUCK does that site use the longest most fucked up url's ever.

I can see why you had trouble linking it :lol

The brackets in the code screws with the URL tag
So you can't link them.. duh!
 
Boney said:
So you can't link them.. duh!
It makes sense that a small german game site that most likely get revenue through ads would make it so you can't link it properly when using URL Tags :lol
 
BDGAME said:
For everything I understand about computer graphics, it's not necessary. Only a split screen game needs that. But if you have a font that show the opposite, please, bring it here.
in graphics everything that is computed based on a camera position - specular lighting, vertex output in screen space, corresponding clipping work, homogeneous interpolants, etc, has to be computed as many times as there are cameras, namely twice in 3DS' case. some things that don't follow that rule, like shadow and skinning computations, may or may not be possible to be isolated for single-time execution, depending on whether pica can *efficiently* split its vertex workload in such a manner. it's a safer bet to assume that the display-related vertex workload is doubled for stereoscopy, than to claim that it's not, based on isolated special-case techniques.

And I will not remove the hardware comparison. People like that thing. If you see any wrong number in there, please bring the right number and I will fix it.
sure, it's your FAQ, do as you will. just so you know, though:
* psp's GE cannot do multitexturing at all (i.e. it needs multipassing to do multitexturing)
* flipper, as found in the cube, runs at 162MHz
* your fillrate numbers do not correspond to the texture layers numbers, e.g:
ps2 max fillrate is not 600MPix/s (it's ~2.4GPix/s sans textures, 1.2GPix/s with one) - that'd be with 2 texture layers;
flipper's fillrate is 650MPix/s with 1 texture layer, not 8;
xgpu's fillrate is 930MPix/s with up to 2 texture layers, but its physical cap per pass is 8 layers. due to its memory architecture, though, its peak numbers are more theoretical than practical (in contrast to the other consoles of the same gen).

also, people like porn. what people like and what constitutes useful information are two entirely different things.
 
ElFly said:
They already made WindWaker, and Twilight Princess and have Skyward Sword in development.

I meant a spiritual sequel, i.e. a Zelda having the same background of dark, vastly by characters-interconnected world.

Wind Waker and Twilight Princess are sequels of Ocarina of Time.
 
Cygnus X-1 said:
I meant a spiritual sequel, i.e. a Zelda having the same background of dark, vastly by characters-interconnected world.

Wind Waker and Twilight Princess are sequels of Ocarina of Time.

And TP is in the majora's mask half of the timeline.
 
A question from a tech-noob, bear with me:

We already know that the 3DS can't technically push as many polygons as the PS2. However, we also know that developer experience, new techniques and better shader integration can and will do wonders. Are we at a point where geometry on the 3DS could look on par with/better than on the PS2 (if not GC/XBox/Wii) because of those factors? Granted, the limitations of the 3DS in terms of polygon-pushing showed on a game like Kid Icarus (Pit's model looks a bit rough), but when I see MGS3DS and SSFIV 3DS I'm like "okay, the models look great". So... developer/shader trickery, or will the limitations definitely become apparent?

(I don't even know if polygons are only used for geometry, but you get my point I suppose.)
 
Kilrogg said:
A question from a tech-noob, bear with me:

We already know that the 3DS can't technically push as many polygons as the PS2. However, we also know that developer experience, new techniques and better shader integration can and will do wonders. Are we at a point where geometry on the 3DS could look on par with/better than on the PS2 (if not GC/XBox/Wii) because of those factors? Granted, the limitations of the 3DS in terms of polygon-pushing showed on a game like Kid Icarus (Pit's model looks a bit rough), but when I see MGS3DS and SSFIV 3DS I'm like "okay, the models look great". So... developer/shader trickery, or will the limitations definitely become apparent?

(I don't even know if polygons are only used for geometry, but you get my point I suppose.)


Basically, developers will have games looking 360 quality, only blockier.
 
Kilrogg said:
A question from a tech-noob, bear with me:

We already know that the 3DS can't technically push as many polygons as the PS2.
I don't think we know that.

Though, I don't doubt it's could be somewhere along the lines of the Dreamcast if I were to guess, which is pretty much all we can do. The only words we have are those that have come from interviews and those aren't generous with details about it's graphical capability.
 
Kilrogg said:
A question from a tech-noob, bear with me:

We already know that the 3DS can't technically push as many polygons as the PS2. However, we also know that developer experience, new techniques and better shader integration can and will do wonders. Are we at a point where geometry on the 3DS could look on par with/better than on the PS2 (if not GC/XBox/Wii) because of those factors? Granted, the limitations of the 3DS in terms of polygon-pushing showed on a game like Kid Icarus (Pit's model looks a bit rough), but when I see MGS3DS and SSFIV 3DS I'm like "okay, the models look great". So... developer/shader trickery, or will the limitations definitely become apparent?

(I don't even know if polygons are only used for geometry, but you get my point I suppose.)
First of all, the lower resolution means that you can get away with a lower polycount, anyway. Then you have normal maps, a technology used to fake detail, and something you didn't see on PS2. The polygon subdivision feature of the GPU might also come in handy once developers get a better grasp of the hardware.
 
AceBandage said:
Basically, developers will have games looking 360 quality, only blockier.
Like Resident Evil, models aren't super hot on polygons, but all the other effects more than make up for it, one sexy game that.
 
Blu_LED said:
Are the buttons soft like the DS Lite, or clicky like the PSPgo and DSi?


If they're soft I'm gonna cry

chances are they will be based on the DSi series (and I like those buttons :) )
 
They were clicky at E3. DSi-like.

I was paying far more attention to that slide pad, though. I love the feel of it.
 
2c717839.jpg


The original source had some crazy ads content, so I'll pass on a secondary more sfw one
http://www.wiids.nl/article.php?id=34563

Could this be the production model of the 3DS?
 
[Nintex] said:
http://livedoor.2.blogimg.jp/jin115/imgs/2/c/2c717839.jpg/img]

The original source had some crazy ads content, so I'll pass on a secondary more sfw one
[url]http://www.wiids.nl/article.php?id=34563[url]

Could this be the production model of the 3DS?[/QUOTE]
oh, no.
 
Do you think the analogue nub will be back compatible with DS games? Would make Super Mario 64 DS so much more easier to play.
 
Cirruss said:
Do you think the analogue nub will be back compatible with DS games? Would make Super Mario 64 DS so much more easier to play.

At max, it would just be d-pad controls mapped to a slider. And that's not Nintendo's style anyway, so most likely not.
 
ILikeFeet said:
is it more loose than the PSP nub? that didn't have a lot of give,

I honestly have had little experience with the PSP. But it slid nicely, and felt like it had a lot of travel to it.

Kulock said:
At max, it would just be d-pad controls mapped to a slider. And that's not Nintendo's style anyway, so most likely not.

Yes to the first part, but no to the second. The Game Boy Player let you use an analog stick for Game Boy d-pad controls, and it actually worked pretty well with the games I tried it with.

Not really sure it would work out quite so well for games like SM64, though, particularly as it would be as you said—just mapping various positions of the slide pad to d-pad controls. SM64DS would have to be patched to actually use the slide pad as a true analog control.

...and why do that when you can almost certainly sell it in 3D :D

Crumpet Trumpet said:
which curve?

Yeah, I'm rechecking the E3 press shot, and it looks identical to the picture above. Plus that steel cable looks exactly like the tether they had to attach 3DS systems to the 3DSettes.
 
Kilrogg said:
A question from a tech-noob, bear with me:

We already know that the 3DS can't technically push as many polygons as the PS2. However, we also know that developer experience, new techniques and better shader integration can and will do wonders. Are we at a point where geometry on the 3DS could look on par with/better than on the PS2 (if not GC/XBox/Wii) because of those factors? Granted, the limitations of the 3DS in terms of polygon-pushing showed on a game like Kid Icarus (Pit's model looks a bit rough), but when I see MGS3DS and SSFIV 3DS I'm like "okay, the models look great". So... developer/shader trickery, or will the limitations definitely become apparent?

(I don't even know if polygons are only used for geometry, but you get my point I suppose.)
This again? Is there something I missed other than people on the internet judging unfinished (and for 3rd parties, early) work? Kojima has already said otherwise.
 
ILikeFeet said:
I didn't think the dpad was a problem for SM64DS.

Wait for New Play Controls Super Mario 64 DS.

This again? Is there something I missed other than people on the internet judging unfinished (and for 3rd parties, early) work? Kojima has already said otherwise.

The theoretical max definitely isn't as high as the PS2, that's assuming the PICA number for the 40 million is a theoretical number and not an actual performance number. If they do go for 40 million but with everything rendered twice, it should be closer to GC level at 20 million.

This all entirely based on assumption of course.
 
jj984jj said:
This again? Is there something I missed other than people on the internet judging unfinished (and for 3rd parties, early) work? Kojima has already said otherwise.

Eh, my bad, I went by the OP. The question still stands though: does geometry depends solely on polycount, or are there ways (from developer experience to specific shaders) to maintain good geometry with a low polycount? Some people said yes in the previous posts. That's all I was asking.
 
I know this sounds silly but, I like everything about the tech of the 3DS, just not the design of the system. Being a DSi XL owner I have been spoiled by two huge screens and seeing the comparison of screen sizes disappoints me. I know the 3DS screens are higher res but until they come out with some type of XL version of the 3DS, I think I'll hold off. Hopefully Nintendo will be quick with the hardware revisions.
 
YagizY said:
I know this sounds silly but, I like everything about the tech of the 3DS, just not the design of the system. Being a DSi XL owner I have been spoiled by two huge screens and seeing the comparison of screen sizes disappoints me. I know the 3DS screens are higher res but until they come out with some type of XL version of the 3DS, I think I'll hold off. Hopefully Nintendo will be quick with the hardware revisions.

The first hardware revision is always the one that takes the longest to come out. You may have to wait a few years.
 
AceBandage said:
Er, how is that different from the E3 model?
The biggest difference to me seems to be the color. Before you had blue/purple/red on bottom and black on top. Now it's just one solid color.

Cow Mengde said:
Wait for New Play Controls Super Mario 64 DS.
That would be so nice. I know a lot of people are tired of remakes, but I want to play the definitive version. Give me SMS graphics, slider control and stereo 3D and I'll gladly pay full price all over again. I think these remakes (Zelda, StarFox, etc.) are perfect candidates for digital downloads too. I really wish they would make it compatible with Wii as well though, especially since they both have SD card slots now.
 
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