John takes a look at the E3 demo of Link's Awakening on Switch - it's looking really good with a remarkable level of fidelity to the original, but there is some room for improvement on this early build.
John takes a look at the E3 demo of Link's Awakening on Switch - it's looking really good with a remarkable level of fidelity to the original, but there is some room for improvement on this early build.
Resolution being so low is definitely reminiscent of Yoshi. Wonder if it is UE4.
I think it may be a hardware bottleneck of the Switch. Triple buffering was pretty common on the Wii U, so they wouldn't go backwards like that for no reason.Double Buffer v-sync? What would Nintendo their reason be for this instead of a triple buffered frame rate? It was also the case with BOTW and the framerate was wild at times because of this.
Nintendo does not care, they've done this before and it was fixed by launchHope they iron out all the frame rate issues that I heard about by launch. I am a little surprised they put it on the show floor with issues.
Triple buffer creates more input lag than double buffer. If they also think they can get the frame rate under control by release, then double buffer is the better solution for smoother controls.Double Buffer v-sync? What would Nintendo their reason be for this instead of a triple buffered frame rate? It was also the case with BOTW and the framerate was wild at times because of this.
The eight way directional movement looks weird to me, like the game is missing frames of animation. Is there any reason why they decided to do this? The movement in A Link Between World's looks so much better
I dont like the new mysterious woods arrangement. GB original is much better.
True enough. Somehow I feel as I get older I have less tolarance for sub 60fps games.
BotW is the only double-buffered game by Nintendo though, AFAIK. All others use triple buffering.I think it may be a hardware bottleneck of the Switch. Triple buffering was pretty common on the Wii U, so they wouldn't go backwards like that for no reason.
There is no hardware bottleneck that prevents triple buffering, and most Switch games run triple buffered. All it does is take slightly more VRAM than double buffered, since one more frame has to be stored in memory.I think it may be a hardware bottleneck of the Switch. Triple buffering was pretty common on the Wii U, so they wouldn't go backwards like that for no reason.
Every 3DS Zelda performed at 60fps, this will do the same.
is the game UE4 or not? they just posted a blog about all the UE4 games at E3 and din't mention link's awakening
didn't we know about yoshi being UE4 from the beginning?Nobody knows yet. But it doesn't seem like Nintendo is required to disclose whether or not it is, so I'm not sure if we'll know any time soon.
True enough. Somehow I feel as I get older I have less tolarance for sub 60fps games.
Resolution being so low is definitely reminiscent of Yoshi. Wonder if it is UE4.
Does anyone know what GPU clock Yoshi was using in portable mode?Resolution being so low is definitely reminiscent of Yoshi. Wonder if it is UE4.
Bait
This is such a beautiful game!
That performance though... No way they can manage to fix that until the release, it's all over the place, they'll probably just lock it down to 30fps and call it a day.
And also to be fair, 1404x 792 is not sub-HD. It's an in-between resolution between 720 and 1080p