……forgetit
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How is that relevant again?
Easy scaling with the 1080p games on the main console.
How is that relevant again?
Easy scaling with the 1080p games on the main console.
3D doesn't need a linear factor.
We are also at the old problem of speculations based on other sepculations based on other speculations.
refreshment.01 said:Take the Wii U Gamepad and just leave the 2 thumbsticks and the 4 bumpers and triggers. The face will just be a touch screen capable of multi touch. The idea would be to make low cost overlays of different button layouts to put ontop of the touch screen, one for the left side and another for the right.
What's this about 3D?
Also it's a matter of aspect ratio. But we're just going off the "Insider" info claiming "higher than you'd expect but lower than you'd hope". But yea speculation is fun.
What's this about 3D?
But would't the touch-circles be insanely small on the handheld?
Now that I think about it how would I move around if the right stick was selecting things? Maybe hold a trigger to activate touch screen option.
Is Nintendo really gonna spend more than twice the amount of money for a free form screen than an ordinary nor? :/
Sharp is in dire financial straits, circling the drain. And there hasn't been anything more on the freeform displays since 2014 from the company. So Idk about how stable a supplier Sharp is.
^ Do not want
I made this low quality, speculative mockup of what the form factor might look like...
Inner screen and outer screen rather than DS's top and bottom screens. The outer screen would be touch sensitive, and the inner screen could be 3D, with physical buttons between the two screens. Gyroscope for 3D camera control.
A circle? Burn it with fire now!I made this low quality, speculative mockup of what the form factor might look like...
Inner screen and outer screen rather than DS's top and bottom screens. The outer screen would be touch sensitive, and the inner screen could be 3D, with physical buttons between the two screens. Gyroscope for 3D camera control.
I think something like this would be the best solution. I liked the double screen with the DS series. But in this time, people would prefer more something like this.
The shoulder will be scroll buttons + includes AR functionality. the controller front will maybe have an extended display like this:
But only to extend the display, not to show you important elements from the game. The screen will be touchalble, but not replace the regular buttons.
The rest of mockups will not work.
People in here are recommending a buttonless controller?
Excuse me while I vomit in disgust.
Lol, yeah, just an idea of what a donut display could look like. The outer ring would block the hands from using those buttons unless they were further up the sides. I'll go sit in the corner.of course you had to use playstation buttons
this is also impossible to hold comfortably and just all around looks unusable.
There hasn't been a single mock up withouth buttons.People in here are recommending a buttonless controller?
Excuse me while I vomit in disgust.
That Vita looking mockup running Metroid Prime doesn't seem to have buttons on the face, and there are definitely a few people talking about the possibility in their posts.There hasn't been a single mock up withouth buttons.
Are you interpreting things correctly?
Did you took the time to read my post in this page? A serious question XDNo physical mockups, but there are definitely a few people talking about it in their posts.
And as far as digital buttons go as an option, Nintendo would have to do something pretty special (really crazy haptic feedback, click able screen areas, etc) to make them feel as good as real buttons otherwise the system is not going to feel great for playing games.
Mobile developers have been making games with touch screen buttons for nearly 10 years and I still haven't played one that feels good, unless it only has one button on either side of the screen.
I only want touch screen buttons when they are used to compliment physical buttons, like having an item slot in the touch screen in Ocarina of Time 3D.
i' ve been saying this since the pre Wii U days when these type of mock ups showed up. You can't do it like that for a multitue of reasons. It might look cool but is not functional.The shoulder will be scroll buttons + includes AR functionality. the controller front will maybe have an extended display like this:
But only to extend the display, not to show you important elements from the game. The screen will be touchalble, but not replace the regular buttons.
Hah. The normal way I believe. With my thumbs on dual-analogue sticks, my thumbs and the skin&flesh&fat from my thumb-bones to my wrist, would obscure a lot of that extra screen.
Eh, my apprehension is more that there is only so much tech they can prioritise at a reasonable price-point. Would you prefer that Nintendo implemented a free-form display which effectively gives me 10/20% more space, but costs twice/3x as much as a traditional display? I'm biased sorry, but personally I'd much rather Nintendo focused on maximising DPI, resolution, system-power, battery-life, etc. before a unique display (though I do think it's a cool idea all the same).
It might look cool but is not functional.
Besides, no developer in it's right mind will waste rendering time in things that will be obstructed from view. It goes against the most basic principle of real time rendering.
Maybe i' ll explain further in other post.
We had the discussion in the patent thread, glad at least you give a chance to different things.That's assuming the additional real estate is the only benefit (and forgetting about holding the controller one handed vertically, a la Wii remote). Other added benefits may be: Context sensitive buttons, radial menus around the analogue sticks, ambient/peripheral effects that don't disrupt the regular 16:9 screen, plus the "wow" factor of a free form display.
I'm firmly in the 'wait and see' camp on this.
We had the discussion in the patent thread, glad at least you give it a chance to different things.
Here's a way to look at it:
Think of it as an evlotuion of the DS concept, a TS (Tri S) actually. The duties of the bottom screen in the predecessors will be shared by the areas near each hand in the Free Form Display. Those areas would be dedicated to UI elements, AND NOT necessarily rendering parts of the game world there. It could change somewhat depending on the game.
It is part of the screen. Never said the contrary.Yeah I can see this and I agree it could also be used like this. But I shouldn't see the problem with that space being used as part of the screen, for reasons I mentioned above.
You don't want my post? What's wrong with my post?
Seriously, though, you're talking about billymonks' mockup, right?
But what would happen with games like Smash that need the fast response offered by physical buttons?We had the discussion in the patent thread, glad at least you give a chance to different things.
Here's a way to look at it:
Think of it as an evlotuion of the DS concept, a TS (Tri S) actually. The duties of the bottom screen in the predecessors will be shared by the areas near each hand in the Free Form Display. Those areas would be dedicated to UI elements, AND NOT necessarily rendering parts of the game world there. It could change somewhat depending on the game.
An example would be like playing Majora's Mask on a 3DS but now the virtual buttons more accessible. The interface gets a lot more simple also.
If the NX console launches next year, what will happen to Zelda?
If the NX console launches next year, what will happen to Zelda?
Honestly, I think when most people are talking about "buttons" they are talking about the face buttons if the controller.Edit: You edited. Not in the face but it has at least 2 shoulder tracpads/wheels that would detected a variety of inputs and two circle pads or analogue sticks.
Before we start, try to follow the context of the discussion. Just a friendly advice XDBut what would happen with games like Smash that need the fast response offered by physical buttons?
It is part of the screen. Never said the contrary.
Developers could put whatever they want in there. But most cases they wont waste rendering resources in areas that are obscured by the player's hand.
But the right stick is normally for quick smash attacks, & using the right stick to relegate what kind of attack you would do (replacing the A & B buttons) wouldn't particularly end well.Before we start, try to follow the context of the discussion. Just a friendly advice XD
1- In the first post of mine in the thread i talked about using phisical buttons overlays in the touch screen. This will allow many benefits:
a) Symmetric controls for right and left users.
b) Variety of diffewrent button layouts.
c) The device is kept simple and for the traditioanl gamer there are the phisical buttons overlays.
You can read that post which has more detailed explanation.
2- Bare in mind i talk about how feasible the patent mock up is. And it is more than people give it credit. Maybe Nintendo gets some fear in them and includes 2 face buttons. But them the mock concept won't reach it's potential.
3 - On to Your Smash Bros example. Easy path: You have to analogue sticks in there XD
So, if only the handheld is launching this year, we may not see it fully unveiled til E3, ala DS and 3DS.
Alright I guess.
So, if only the handheld is launching this year, we may not see it fully unveiled til E3, ala DS and 3DS.
Alright I guess.
You don't, but the number of people who do outnumber those who want consoles from Nintendo. Either way, you'll likely be able to play most of the same games on both devices.If I can't play everything on the console part then fuck Nintendo. I don't want handhelds anymore. I just end up playing them at home 99% of the time anyway.
I meant rendering part of the game world.
And yeah I totally agree, they can and will use it how they want. We just disagree that it's that big of a waste or that developers will see it as a waste.
I mean even on a 16:9 display, your eyes aren't focussed on the whole thing at once. It's like saying its a waste to render to the edge of the screen.
But the right stick is normally for quick smash attacks, & using the right stick to relegate what kind of attack you would do (replacing the A & B buttons) wouldn't particularly end well.
That'd still feel insanely weird. But as long as the GameCube Adapter is still compatible, most competitive players will just disregard it as normal. Which reminds me, could you explain what you meant by the physical overlays? The way you described it in the other post was a bit confusing.What what you say is true, the example doesn't apply here.
IN your example when playing on the TV even if the player can grasp the entirety of the screen, he can change his focus to access the extra information.
With the handheld, the gameworld below your hands can't be viewed no matter if you change your focus.
Funny enough, if we had mass market eye tracking solutions, we could track the player eye sight and just do the "heavy" rendering in the parts of the screen he's focused on. i' ve talked about this in the "controller innovations" thread if you are interested.
Assuming they don't use the phisical overlays i suggest? Well...
Let's see: There's the 2 shoulder trackpads/wheels (with clicks) and possibly 2 more buttons if they go with the New 3DS layout. Leaving this aside.
The important part (talking about the patent figure):
The two low profile (low been key) circle pads are your "Home" position. Your thumbs fall naturally in them. So you have intutive access to the four cardinal positions with the circle pads acting as your point of reference. So for example: In the right circle pad, touching left from it is the equivalent of pressing "A" and touching up from it = "B" press.
It is explained in the link to the pattent thread. But the short version:That'd still feel insanely weird. But as long as the GameCube Adapter is still compatible, most competitive players will just disregard it as normal. Which reminds me, could you explain what you meant by the physical overlays? The way you described it in the other post was a bit confusing.
Which probably won't be used competitively anyway because the controller would likely be wireless. This is why it's imperative for the future of competitive Smash that the GameCube Adapter works on the NX Console. But I suppose your solution would work for the NX Handheld.It is explained in the link to the pattent thread. But the short version:
We could pack Smash Bros with a phisical button overlay with the GameCube layout. This overlay goes on top of the Free Form Touch screen. The handheld has grooves in the bezel to securely attach the overlay.
Or the Pokemon re releases could be packed with and "A" and "B" overlay and have the free form display render the outside of a GameBoy color, to give the impression of actually palying that system.
There you have your phisycal buttons and the system simplicity is not comrpomised.
If this is the case, what was the point of New3DS?
I made this low quality, speculative mockup of what the form factor might look like...
Inner screen and outer screen rather than DS's top and bottom screens. The outer screen would be touch sensitive, and the inner screen could be 3D, with physical buttons between the two screens. Gyroscope for 3D camera control.
I'm not sure I understand the question. Why would anything happen to Zelda? It's the series 30th anniversary. Do you think they'll sit on it another year just to launch with a new console when numerous other Dev teams within Nintendo will have games ready to by then? I think it'd be absurd to do that, and even Nintendo isn't that dumb.If the NX console launches next year, what will happen to Zelda?
I could. Make that, but spherical.I couldn't come up with a worse design if I tried, ugh.
While what you say is true, the example doesn't apply here.
IN your example when playing on the TV even if the player can't grasp the entirety of the screen, he can change his focus to access the extra information.
With the handheld, the gameworld below your hands can't be viewed no matter if you change your focus.
Funny enough, if we had mass market eye tracking solutions, we could track the player eye sight and just do the "heavy" rendering in the parts of the screen he's focused on. i' ve talked about this in the "controller innovations" thread if you are interested.
This is true. Nintendo patented some eye tracking thing recently, maybe they share that idea