There are so many things being tracked all the time in the game for puzzles and the power arm. Yet despites literally tracking sunshadows for some puzzle completion for example it runs almost smoothly with (in my 170h) no crashes. On a 6 yo portable console??

Botw was already impressive but I could grasp it with the shaders and also there weren’t that much physics puzzle. Objects were more static, there wasn’t the two other maps, enemy diversity was limited, same for weapons. There was less of everything overall but I thought it was the limit of the console and the possible engineering around it.

Is there any resources on how they managed to pull this off? White papers, behind the scenes, charts, …?

  • @fidodo
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    2410 months ago

    I am so sick of that whole “hardware is cheap” excuse for wasting resources.

    When you’re developing a flagship AAA game for the Switch you can’t use that excuse since you’re stuck with 6 year old mobile hardware.

    • silly goose meekah
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      810 months ago

      The console was released almost 7 years ago, the chip used is even older at almost 9 years old

      • @[email protected]
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        fedilink
        610 months ago

        The thing is, that it works.

        Optimisation is what brought us Pokemon, an open world RPG with 151 different characters, each with their own stats, special abilities, strengths and weaknesses, on a freaking handheld that before only ran Tetris.

        • silly goose meekah
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          310 months ago

          I’m just adding that info because it makes the feat even more impressive, I think.