In 2-3 years Nintendo will release an updated Switch, change few numbers in the game code and release a Zelda "remaster" running at 1080p at 60FPS and charge 60$ for it.
[QUOTE=AntonioR;52587803]In 2-3 years Nintendo will release an updated Switch, change few numbers in the game code and release a Zelda "remaster" running at 1080p at 60FPS and charge 60$ for it.[/QUOTE]
I doubt it will be that easy.
[QUOTE=AntonioR;52587803]In 2-3 years Nintendo will release an updated Switch, change few numbers in the game code and release a Zelda "remaster" running at 1080p at 60FPS and charge 60$ for it.[/QUOTE]
I'm not sure you know how designing games or consoles works.
[QUOTE=AntonioR;52587803]In 2-3 years Nintendo will release an updated Switch, change few numbers in the game code and release a Zelda "remaster" running at 1080p at 60FPS and charge 60$ for it.[/QUOTE]
You're saying that as if they've done something like that in the past.
[QUOTE=Tuskin;52587808]I doubt it will be that easy.[/QUOTE]
You are literally in a news thread about it.
[QUOTE=gk99;52587821]I'm not sure you know how designing games or consoles works.[/QUOTE]
I actually made few game demos, written a whole game engine from scratch(Broken Mug Engine) and patched few games myself to run on higher resolutions (Abuse, Chrome, Chrome SpecForce). And by "patch" I mean updated the available source code itself and compiled it, and not made a hack.
[QUOTE=simkas;52587826]You're saying that as if they've done something like that in the past.[/QUOTE]
Technically no, but Mario Kart Deluxe is pretty close. Some people were not happy about it.
[QUOTE=AntonioR;52587871]You are literally in a news thread about it.
[/QUOTE]
No...? this is about a WiiU emulator, running on PC. Not the physical console.
Just because a PC can do it (well most can't yet), doesn't mean the console can.
[QUOTE=AntonioR;52587803]In 2-3 years Nintendo will release an updated Switch, change few numbers in the game code and release a Zelda "remaster" running at 1080p at 60FPS and charge 60$ for it.[/QUOTE]
It's a hack not a change made to the games actual code
[QUOTE=AntonioR;52587871]
Technically no, but Mario Kart Deluxe is pretty close. Some people were not happy about it.[/QUOTE]
I think Nintendo has a special license to get away with this just because nobody bought a WiiU. It'd be a shame if the best WiiU games got stuck on that console to die off.
[QUOTE=Tuskin;52587914]No...? this is about a WiiU emulator, running on PC. Not the physical console.
Just because a PC can do it (well most can't yet), doesn't mean the console can.[/QUOTE]
An emulator emulates. It is 100% identical to the console from the perspective of its games. Just because "an updated Switch" can do it doesn't mean the current Switch can.
[QUOTE=WrathOfCat;52588001]It's a hack not a change made to the games actual code[/QUOTE]
Why would Nintendo hack their own game.
[QUOTE=Tuskin;52587914]No...? this is about a WiiU emulator, running on PC. Not the physical console.
Just because a PC can do it (well most can't yet), doesn't mean the console can.[/QUOTE]
But I wrote an updated console(you know...Xbox X, PS Pro), I didn't mean suddenly the Switch itself would be able to run it at twice the framerate, lol. Switch already uses an old NVidia chip, so in 2-3 years, getting double the performance with brand new hardware might be viable. Also remember, only because it is emulated on PC it is so demanding, running native code is not. If random Joe's can assembly hack in higher refresh rates, then Nintendo engineers can do whatever they want since they have the source code available and the [U]game engine itself is already designed[/U] to support different framerates and resolutions, even on the Switch itself. That is why this hack is possible in the first place, if the physics were coded differently the game would just run twice as fast and break with this hack.
It seems I must have offended a lot of Nintendo fanboys here, so I guess here is another chance to rate my post dumb for no good reason and make you feel better.
[highlight](User was banned for this post ("Threadshitting - Yeah, no, this is about the emulator not the damn console" - Reagy))[/highlight]
[QUOTE=AntonioR;52587803]In 2-3 years Nintendo will release an updated Switch, change few numbers in the game code and release a Zelda "remaster" running at 1080p at 60FPS and charge 60$ for it.[/QUOTE]
Have you ever seen Nintendo doing this? You make it sound like that they are doing this all the time.
[QUOTE=Ott;52588034]An emulator emulates. It is 100% identical to the console from the perspective of its games. Just because "an updated Switch" can do it doesn't mean the current Switch can.
Why would Nintendo hack their own game.[/QUOTE]
Some emulators can run games better on PC better then the actual console can.
[QUOTE=AntonioR;52587871]I actually made few game demos, written a whole game engine from scratch(Broken Mug Engine) and patched few games myself to run on higher resolutions (Abuse, Chrome, Chrome SpecForce). And by "patch" I mean updated the available source code itself and compiled it, and not made a hack.[/QUOTE]
And yet you still think it's as easy as 60fps = "true" and plopping some GTX 1080s inside
[QUOTE=gk99;52588193]And yet you still think it's as easy as 60fps = "true" and plopping some GTX 1080s inside[/QUOTE]
It depends. If they capped it simply for a more consistent experience, then yes. If they wrote game code that changes speed depending on framerate (something that's embarrassingly common in AAA games) then it's a lot more complicated.
[QUOTE=Ott;52588198]It depends. If they capped it simply for a more consistent experience, then yes. If they wrote game code that changes speed depending on framerate (something that's embarrassingly common in AAA games) then it's a lot more complicated.[/QUOTE]
It's common to tie things to frame rate because it's consistent. It saves on memory to tie to it. It's not some arbitrary thing developers lazily decide to do. It ensured consistency across all functions. Yes, there is the issue of things breaking above or below their set rate, but that's a non issue when the game runs at a fixed frame rate.
[QUOTE=gk99;52588193]And yet you still think it's as easy as 60fps = "true" and plopping some GTX 1080s inside[/QUOTE]
Exactly, [U]if the engine is designed for it[/U], and all evidence suggests it is. In the video in the article the game doesn't run twice as fast at 60 FPS, than it does when it's 30FPS, which is usually the deal with many console games. Another proof are all the videos showing how the game can drop down to 20 FPS on WiiU or Switch, but the game speed remains constant, the game speed isn't slowed down by 30%, meaning the game engine supports variable refresh rates:
[URL="https://www.youtube.com/watch?v=w6NkNgI1ssw"]https://www.youtube.com/watch?v=w6NkNgI1ssw[/URL]
For example in the game I mentioned "Abuse", the physics is coded to run at 15 FPS (the game is from 1996), so changing framerate means changing the game speed. You would have to rewrite the whole physics code to make it run at variable refresh rate, or at least slow everything down to 25% of original speed to make it run normally at 60FPS. Changing resolution in "Abuse" was literally just changing two numbers and removing an "if" statement that blocked higher resolutions to be available, similar was in Chrome. The GUIs and HUD were more or less working since they were already designed for some different resolutions, I just had to set a scale factor for some stuff in "Chrome".
It really depends how the engine and game are programmed. My guess is they eventually decided to lock it at 30 FPS simply to make it more constant and to reduce the power consumption and heat. I bet in shrines the Switch is already powerful enough to go over 30FPS, and I don't think anything like a GTX 1080 would be needed for a native 60 FPS experience.
[QUOTE=gk99;52588193]And yet you still think it's as easy as 60fps = "true" and plopping some GTX 1080s inside[/QUOTE]
If Nintendo tried to future-proof the game for future re-releases, it might be the case that game logic isn't tied to frame rate, and they might have made it as easy as changing a few settings.
On the other end, it is a console exclusive game, so they might have gone the simpler route and tied everything to frame rate.
[QUOTE=Gunner th;52588327]It's common to tie things to frame rate because it's consistent. It saves on memory to tie to it. It's not some arbitrary thing developers lazily decide to do. It ensured consistency across all functions. Yes, there is the issue of things breaking above or below their set rate, but that's a non issue when the game runs at a fixed frame rate.[/QUOTE]
All it takes is a single delta float passed around through the game loop to make your game consistent at all framerates. So it runs at a consistent speed. And makes framedrops less obvious.
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