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That's not really an issue for the stakeholders. Zelda is probably the only game that has this problem. Most hits - Mario Kart, Smash, Splatoon - run at 60FPS.



On the other hand, the 5th and 7th best selling Switch games (Pokemon SS and SV) were notorious for being unable to maintain 15fps. A lot of the workarounds made the game legitimately awful looking (downscaling shadows on the fly for demanding scenes, very reduced draw distances, slowing down and synchronizing background animations to slideshow speeds during battle).

It seems like the Switch is unable to have more than a handful of moderately complex animated objects at a time. It's a problem for Pokemon because they wanted to show a lot of different Pokemon doing different things, it's a problem in Breath of the Wild with just too many trees, and it's certainly a problem with all the Dynasty Warrior clones because the whole appeal of those games is hack and slashing through a big hordes of enemies.


To be fair, the last two Pokemon games were atrociously optimized cash grabs.

They look like Gamecube games honestly, and are generally not impressive from a technical standpoint.

I don't necessarily disagree with the overall point, but BotW and Dynasty Warrior clones are probably a better argument over all.




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