If Zelda was 1080p, it would run at about 20 frames per second.
Thanks for the responses! Now to see how much it costs!
One of the best games of the generation.
I double dipped on this for switch but have only played it portable so far. This is great news buuuut...
What the hell?? Why wasn't this 1080p docked in the first place? It's a 30FPS side scrolling platformer.
Really? That's not bad at all!It's $25, but you get everything that's been released up to this point, in addition to immediate access to the final DLC that's coming out later this year.
Please fix Zelda fps in docked and portable Mode Nintendo... And 1080p in docked Mode maybe?
Considering it's an 8 bit platformer (to the point the dev actually went as far as limiting the color palette and sprite sizes) Do we actually get any tangible benefit from rendering at 1080p? So now our solid blue pixels are now made up of twice the smaller solid blue pixels? Is this just a joke by the dev?
Displaying anything at a resolution lower than your display's native resolution means it's going to be blurry as it's upscaled. So yes, getting closer to (or matching, in the case of 1080p displays) your display's resolution has a benefit regardless of what is being shown on screen.
I'm having an incredibly difficult time visualizing this. Do you have any examples I could look at? Examples of pixels art being sub-native looking worse?
Because a pixel is a pixel. If it's made up of one blue pixel or 100 smaller blue pixels it's still going to look like a single blue pixel.
Say you have a 1920x1080 display. That means there are 1920 pixels across and 1080 pixels vertically. If you show an image that is 1280x720 on that screen and you want it to be full screen, then it must be stretched. That means that the pixels are no longer 1:1. Each pixel of the 1280x720 image must be stretched to be 150% wide and 150% high in order to fit on the screen. Doing so blurs the image.
I haven't played this game on any platform. Must own for my Switch?
I haven't played this game on any platform. Must own for my Switch?
So then instead of a single pixel being represented by a grouping of 4x4 real pixels we have a pixel made up of 6x6 pixels the shape and color of the pixel remains in tact on the screen.
If you haven't played it, then yes, absolutely. It's an incredible game and Treasure Trove is a fantastic package.
I'm having an incredibly difficult time visualizing this. Do you have any examples I could look at? Examples of pixels art being sub-native looking worse?
Because a pixel is a pixel. If it's made up of one blue pixel or 100 smaller blue pixels it should still look like a single blue pixel.
0000
0000
0000
0000
0110
1001
0110
Okay now do the math for how a 4x5 sprite is scaled.
Better purchase than Binding of Isaac?
Imagine you have a 4x4 grid
Code:0000 0000 0000 0000
Now you have a picture on this board
Code:0110 1001 0110
Now you try to upscale this to a new board that is 5x5. How would you display "the same" pattern on that board? You are forced to put it in a corner of the screen, leaving extra space around one side, or you are forced to alter the pattern to something else.
If double the size of the board exactly, you can double the size of the pattern in every direction and there's no problem. It preserves the pattern perfectly. But if you can't do this, you ahve to try to do some sort of fancier algorithm to preserve as closely as possible. And in the process, it's never as good as seeing it at it's native resolution or a multiple thereof.
1280 x 720
1920 x 1080
You can see that this is NOT double sized. However, if you tried to display a 1280x720 image on a 2560x1440 (double 720p) or on a 4k display (3840x2160), it would look the same because the original resolution can evenly scale into those larger ones.
This applies to pixel art just like it does to any other 3D game, because all graphics are converted into a 2D image prior to being scaled. Any 720p signal upscaled to 1080p will look sub-optimal.
Now, there is a separate issue here, which is that Shovel Knight is designed to look low-resolution to begin with. The game operates in an interesting way, and to the best of my knowledge, the "internal rseolution" (so to speak) of Shovel Knight is 400x240. 240 actually divides better into 720p (240x3 = 720) than it does into 1080p (4.5), however the horizontal resolution does not scale into either properly. (1280 / 400 = 3.2; 1920 / 400 = 4.8).
http://www.gamasutra.com/blogs/DavidDAngelo/20140625/219383/Breaking_the_NES_for_Shovel_Knight.php
So it actually doesn't make much difference in this case, although it usually would!
Better purchase than Binding of Isaac?
Better purchase than Binding of Isaac?
Thanks that makes more sense so the pixels become distorted and have to either be stretched one way or the other.
Yes, stretched or distorted is a simple way to do it, but causes the shape of the image to become incorrect. In most cases, since we are dealing with a large grid of colours (not just "black" or "white" in a binary configuration), we can do better by filling in extra pixels that don't scale properly with colours halfway between the colours of the surrounding pixels, or other more complex techniques.
Fix fps in portable mode?, wah? At what point does Zelda have any problem with fps in portable mode?
Better purchase than Binding of Isaac?
It means you have standards. Zelda's performance in docked mode is unacceptable.
Zelda needs a patch to REDUCE resolution on docked mode, not increase it. Lol.
But...it's pixel art? Will this even make a difference?
I'm having an incredibly difficult time visualizing this. Do you have any examples I could look at? Examples of pixels art being sub-native looking worse?
Because a pixel is a pixel. If it's made up of one blue pixel or 100 smaller blue pixels it should still look like a single blue pixel.
edit: I did what you suggested in your edit this is the result.
Native Display Res with Pixel art (1080p ultrawide)
Non Native (720p)
I couldn't tell a difference in the crispness of the pixel art.
60I double dipped on this for switch but have only played it portable so far. This is great news buuuut...
What the hell?? Why wasn't this 1080p docked in the first place? It's a 30FPS side scrolling platformer.
You do realize the frame rate is a result of the switchs capabilities right?Please fix Zelda fps in docked and portable Mode Nintendo... And 1080p in docked Mode maybe?
I bought Shovel Knight a few days ago and I am liking it, but the game is really...unbalanced. I feel like the difficulty is tied up in frustrating 1 hit kill platforming, whereas the combat isn't nearly as difficult. I'll die 20 times on a tough platforming section before the boss of the stage, and then proceed to beat the boss on the first try. I wish the combat was harder while toning down the unforgiving platforming. I think it would make the experience through the levels more even.
Still a good game, but if you're easily frustrated this probably isn't for you.
You do realize the frame rate is a result of the switchs capabilities right?
I bought Shovel Knight a few days ago and I am liking it, but the game is really...unbalanced. I feel like the difficulty is tied up in frustrating 1 hit kill platforming, whereas the combat isn't nearly as difficult. I'll die 20 times on a tough platforming section before the boss of the stage, and then proceed to beat the boss on the first try. I wish the combat was harder while toning down the unforgiving platforming. I think it would make the experience through the levels more even.
Still a good game, but if you're easily frustrated this probably isn't for you.
I bought Shovel Knight a few days ago and I am liking it, but the game is really...unbalanced. I feel like the difficulty is tied up in frustrating 1 hit kill platforming, whereas the combat isn't nearly as difficult. I'll die 20 times on a tough platforming section before the boss of the stage, and then proceed to beat the boss on the first try. I wish the combat was harder while toning down the unforgiving platforming. I think it would make the experience through the levels more even.
Still a good game, but if you're easily frustrated this probably isn't for you.
Not necessarily, considering the slides from Nintendo themselves on the subject.You do realize the frame rate is a result of the switchs capabilities right?
I bought Shovel Knight a few days ago and I am liking it, but the game is really...unbalanced. I feel like the difficulty is tied up in frustrating 1 hit kill platforming, whereas the combat isn't nearly as difficult. I'll die 20 times on a tough platforming section before the boss of the stage, and then proceed to beat the boss on the first try. I wish the combat was harder while toning down the unforgiving platforming. I think it would make the experience through the levels more even.
Still a good game, but if you're easily frustrated this probably isn't for you.
Back to Shovel Knight, I decided that I'm going to buy it! I love sidescrolling games like Shantae plus 25 for everything sounds great!
I just wish that there was a physical release for the Switch.
I had similar complaints about the base game, but Spector of Torment (so far) fixed that for me and it really shows YCG's progress as level designers.