Author Topic: Nintendo Switch Presentation - January 12th  (Read 191909 times)

mcjob you're overthinking what im trying to explain.

i'm parachuting into this warzone just to say splatoon 2 is gonna be cool because of the gigantic rocket launchers

i hope they don't have the take x weapon and get y utilities format but let you customize what utilities / super weapon you bring into the fray

i want that ink curtain with the gatling gun

mcjob you're overthinking what im trying to explain.
then why dont you loving explain it
i'm parachuting into this warzone just to say splatoon 2 is gonna be cool because of the gigantic rocket launchers

i hope they don't have the take x weapon and get y utilities format but let you customize what utilities / super weapon you bring into the fray

i want that ink curtain with the gatling gun
i am excite for splat two

mcjob you're overthinking what im trying to explain.
Then explain it better. You're not making any sense.

What I read is that you were trying to imply as though cell shading is "cheap" to do, in terms of performance. I've never heard such a flagrant display of ineptitude in all my life. If you don't believe me, give Cinema4D a shot some time, or try opening up Unreal 4/Unity and applying a Toon/Cell Shader to multiple objects in the world.

Most 3D Modeling applications only render upon an update to the scene. Cell-Shading looks easy because you've only got one object in the scene and it can render the full effect in the same time that a game engine must do it over 100 frames. You're not understanding the depths of the tech because you're focused on high level modelling concepts, not on indepth technical detail of implementation.

so you're trying to tell me that rendering a whole world in cell shading has a lower performance than rendering it with normal shading?

i find that really hard to believe and id actually appreciate if you could somehow prove it to me

Why are people surprised at BOTW running at 30? Expecting the open-world 3D Zelda to run at 60fps is silly especially since no other 3D Zelda has. Not to mention the framerate for both the Wii U and Switch have been known for a while now.
All I'm going to say is that Consistent 30FPS will ALWAYS feel much better than inconsistent, constantly dropping 60FPS, and that sometimes the feel of the environment Annoying Oranges the feel of the motion.
^^^^^^^^^^^^^^^^^^^^^^^^^^^
I'm not too much of a stickler for framerate, however I at least want the performance to be stable because if there's anything that gets on my nerves it's an inconsistent framerate. Even if the resolution for BOTW were to be lowered to 720p the game likely wouldn't be able to hit 60fps consistently with large drops still happening at times.

i am excite for splat two
                     me ^

Stole this from a friend

"I just realized something
1: Nintendo has a patent for a Supplemental Computing Device (Basically attaching a device to a dock with a GTX 1060 and some RAM in it)
2: a leaker from the manufacturing company got it right on multi-colored controllers, the amount of RAM, the type of TEGRA chip, etc. He also said that there was a SCD prototype for the dev kits with a GTX 1060 in it
What this could mean: There will be an upgraded dock coming out in a while that boosts the Switch to high-end current gen levels."

so you're trying to tell me that rendering a whole world in cell shading has a lower performance than rendering it with normal shading?
Wikipedia has some info on the common way to do cell-shading;

Quote
...first render a black outline, slightly larger than the object itself. Backface culling is inverted and the back-facing triangles are drawn in black. To dilate the silhouette, these back faces may be drawn in wireframe multiple times with slight changes in translation. Alternatively, back-faces may be rendered solid-filled, with their vertices translated along their vertex normals in a vertex shader. After drawing the outline, back-face culling is set back to normal to draw the shading and optional textures of the object. Finally, the image is composited via Z-buffering, as the back-faces always lie deeper in the scene than the front-faces. The result is that the object is drawn with a black outline and interior contour lines.

The process is essentially duplicating the model and then applying effects to it. Furthermore, 3D rendering is based on individual vertices; it's extremely expensive to calculate the curvature/outline of an entire object.

This fantastic document goes in more detail of the various types of the Cell-Shading process. There are very few cheap methods, and to be frank, they look like stuff.

"I just realized something
1: Nintendo has a patent for a Supplemental Computing Device (Basically attaching a device to a dock with a GTX 1060 and some RAM in it)
2: a leaker from the manufacturing company got it right on multi-colored controllers, the amount of RAM, the type of TEGRA chip, etc. He also said that there was a SCD prototype for the dev kits with a GTX 1060 in it
What this could mean: There will be an upgraded dock coming out in a while that boosts the Switch to high-end current gen levels."
If this becomes a thing then hot damn 60fps literally anything on dock since the 1060 is a really good quality card, even if it gets lowered a bit for the sake of power usage


I dont think they will change their mind about the online suscription
« Last Edit: January 18, 2017, 09:14:01 PM by Metalliku »

im actually pumped for the online subscription

I dont think they will change their mind about the online subscription
Because they can't afford to change their mind, unless some greater force swoops down and gives them a $5b bail-out to afford running online services in the future.

Why do people still not get this?

I just hope their online subscription is actually worth it and that you're not paying for lag and button delays, because so far, that's all their online play has been with the Wii and the Wii U (from what i've heard)