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, …?

  • AMDIsOurLord@lemmy.ml
    link
    fedilink
    arrow-up
    0
    ·
    5 months ago

    Sun shadows, really? As long as the atmospheric simulation is deterministic it’s just a simple vector op, probably takes less than a millisec per frame

    • ViscloReader@lemmy.worldOP
      link
      fedilink
      arrow-up
      0
      ·
      5 months ago

      Yes but I meant that they don’t just draw it using the GPU, they actually track the shadows casted from bodies to verify puzzle conditions.

      While this alone can be easy to reproduce in your engine of choice, it’s the cumulation of all these small things that amazes me.

      • seukari@lemmy.world
        link
        fedilink
        arrow-up
        0
        ·
        5 months ago

        I’m not very familiar with TotK and I’m not sure how familiar you are with game development, but just in case you’re not very:

        When making something like a shadow puzzle it is very unlikely they’re actually checking shadow conditions, and if they are it’s probably very sparse/only a couple of pixels.

        For instance, if you know the position of the light source, the position of the shadow catcher and the position of the shadow receiver you could approximate the shadow casting with much simpler geometry. If Link is just treated as a box then you only need to check where each corner would cast a shadow and see if that overlaps the area you care about.

        When done correctly the player would think it’s link’s shadow that’s being tested but in reality it’s nothing to do with the shadow, it’s just a much simpler estimation of a shadow that works well enough to trick players.

        Game development is all smoke and mirrors. Tell the players one thing such as “This NPC is always at this location” then unload them when the player isn’t looking. It’s all sweet lies and I love it.

  • CaptDust@sh.itjust.works
    link
    fedilink
    arrow-up
    0
    ·
    edit-2
    5 months ago

    I’m not sure what your experience levels are with code, but breath of the wild source code is decompiled and available online. it was truly eye opening how that game is designed, everything is very modular and parameter based to work within the generalized shared systems. I’d guess TOTK took those same systems and expanded the parameter data that can be applied, and added a whole lot more modules using them.

    • aksdb@lemmy.world
      link
      fedilink
      arrow-up
      0
      ·
      5 months ago

      I am happy to read that there are still game devs around that give a fuck about optimizing their code. I am so sick of that whole “hardware is cheap” excuse for wasting resources.

      Thinking about it… it’s probably more prevalent in game dev in general than in application software dev. But I digress.

      • fidodo@lemmy.world
        link
        fedilink
        English
        arrow-up
        0
        ·
        5 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.

          • Honytawk@lemmy.zip
            link
            fedilink
            arrow-up
            0
            ·
            5 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.

      • force@lemmy.world
        link
        fedilink
        arrow-up
        0
        ·
        5 months ago

        Game devs are overworked and underpaid af, so all those layers upon layers of abstractions hust handed to you by game engines, at the cost of a ton of performance in order to save brainpower and time look VERY enticing.

        But Nintendo, despite treating their consumers like shit, is EXTREMELY good with workers (especially in the context of Japan which is probably one of the worst countries on this planet for workers). They make good games because their employees aren’t overworked and underpaid as hell. That’s why they can even exist despite the Switch being kind of garbage, because they attract and keep experienced, quality employees, so they can make quality games.

        Game development & design can be one of the hardest jobs in the software engineering industry, and it’s the biggest entertainment industry on Earth by far, yet game devs have some of the worst conditions of any software engineers, dare I say the worst… So by buying shit games from shit companies, people are just affirming their shit practices.

        • Nastybutler@lemmy.world
          link
          fedilink
          arrow-up
          0
          ·
          5 months ago

          This made me think we need an independent 3rd party to certify games that are “ethically sourced” , so to speak, like they do with cacao and palm oil.

          I’d be more likely to buy games where the workers are treated well as opposed to ones from developers that are meat grinders.

  • bassomitron@lemmy.world
    link
    fedilink
    English
    arrow-up
    0
    ·
    5 months ago

    I don’t know, I wasn’t that wowed by TotK. I’m a huge Zelda fan, been playing all of their games at launch since A Link to the Past. But, TotK just felt like BotW with a clunky crafting system. It brought nothing new to the table outside of that. Additionally, the puzzles were often trivialized because of the crafting system being too overpowered.

    While the open world aspect felt fresh in BotW, the fact that TotK was taking place in the same exact world felt stale. Sure, we got the depths and sky islands, but the former is pretty boring after the initial novelty wears off and the latter was pretty copy/paste feeling without much sense of exploration. The fact they they once again completely rely on your equipment constantly breaking in order to justify any reason to explore further reinforces the sense of forced purpose. In other words, there isn’t anything really to do in the open world besides finding stuff to replace stuff that will inevitably break.

    I don’t know, maybe I’m just getting jaded or too old, but I’m just so tired of open world games. I missed the hand crafted feel of previous Zelda games, where the majority of your time was spent dungeon delving in places packed with secrets and puzzles that weren’t just physics minigames. I truly hope the next entry is something more along the lines of Twilight Princess or Ocarina of Time.

    • Vespair@lemm.ee
      link
      fedilink
      arrow-up
      0
      ·
      5 months ago

      Additionally, the puzzles were often trivialized because of the crafting system being too overpowered

      If they offered you puzzles and you ignored those puzzles via the crafting system, that sounds like a choice not to engage with the puzzles you claim to want.

      • psycotica0@lemmy.ca
        link
        fedilink
        arrow-up
        0
        ·
        5 months ago

        I agree with OP. If there’s a puzzle in a game that’s clearly some kind of water puzzle, but I can make a boat to solve it in 15 seconds and bypass the obvious intent of the puzzle, maybe I feel a bit clever. But if I can solve every puzzle with effectively the same boat… what’s the point of doing the puzzles? I guess because I wanted puzzles? But on the other hand, if I know I can solve every puzzle with a 15 second boat, it feels kinda weird to pretend I don’t have an answer and struggle through anyway. Like, the victory is hollow when I know I could have solved it faster the dumb way.

        The number of times in that game I thought “oh, maybe I have to jump up through the floor here to get through this door” and then I peeked through the floor and was like “oh, nope. It’s the damn final boss room again. Not supposed to be here yet, better go back through the floor and try another way to open this door” felt like I was babysitting the game so as to not entirely ruin the experience… and it kinda ruined the experience…

    • just_change_it@lemmy.world
      link
      fedilink
      arrow-up
      0
      ·
      5 months ago

      I missed the hand crafted feel of previous Zelda games, where the majority of your time was spent dungeon delving in places packed with secrets and puzzles that weren’t just physics minigames.

      This so much.

      Shrines are not a good replacement for real dungeons. The “dungeons” we get are so minimal and the upgrades you get are so meh. At best you get mobility or more ways to cheese combat encounters. Gone are the days of unique equipment and things that fundamentally change how you interact with the world, metroidvania style.

      I think the open world aspect of zelda is it’s weakest link, it’s just too big of a sacrifice. Korok seeds are not real content for anyone who isn’t obsessed with the ‘gotta collect them all’ mindset, it’s just a copy paste idea like what we’ve seen in gta and assassin’s creed. There’s no real reward for excessive open world exploration, you’re constantly just trying to get from point A to point B with no reason to really delve into the landscape except for more koroks. Combat is a chore where you’re just fighting to get equipment to fight more.

      Don’t get me wrong, there’s a lot of things going for the newer games, especially the controls. It’s just much less of what made the older titles great, and that’s fine. I keep having nostalgia for link to the past and that’s just not the kind of game this is.

      • bassomitron@lemmy.world
        link
        fedilink
        English
        arrow-up
        0
        ·
        5 months ago

        Yes, you worded how I feel quite well. It’s a shame and I, too, long for another A Link to the Past styled Zelda (hell, Link Between Worlds was fantastic, please give us more of that while waiting for the next 3d entry).

        Don’t get me wrong, I really did love BotW. I was floored when I first played it and truly appreciated the design concepts they were aiming for (especially since, as the name suggests, the wild is your main obstacle so it fits thematically). The open world tedium in that game didn’t feel, well, quite as tedious for some reason (I wager because it was fresh at the time). The dungeons were weak and disappointing, but the novelty of the shrines helped offset that. However, it no longer feels novel, to me at least.

        I have plenty of nieces and nephews that got turned onto Zelda starting with BotW, so it’s all they’ve ever known. They absolutely love TotK and think it’s the greatest game ever (I’m happy for them and I do enjoy seeing the whacky contraptions they make). The game sold like hot cakes and received near universal acclaim. So, that’s why I am beginning to wonder if I’m just “too old” and no longer the target demographic. The lead designer did say they have no plans of ever going back to older Zelda formats, as they much prefer the current style of design and gameplay. If that’s truly the case, I just need to retire my investiture into the franchise and move on.

    • Cosmicomical@lemmy.world
      link
      fedilink
      arrow-up
      0
      ·
      5 months ago

      I suggest you take a good look at Tunic if you haven’t yet. That’s really excellent at doing zelda 1 type stuff.

    • Piemanding@sh.itjust.works
      link
      fedilink
      arrow-up
      0
      ·
      5 months ago

      Take the sun for instance. You just need to check if the time is at a certain time. It is literally just checking if a number is close enough to another number for the trigger.

      • Honytawk@lemmy.zip
        link
        fedilink
        arrow-up
        0
        ·
        5 months ago

        Programming must be some arcane eldrich knowledge to some.

        But to programmers, its a Thursday.

        @OP The answer to your question is Object Oriented Programming.

        • ripripripriprip@lemmy.world
          link
          fedilink
          arrow-up
          0
          ·
          5 months ago

          The seamless interaction between objects is sublime. There are so many times where you’re like “I wonder if…” and the game handles your guess without any hiccups.

  • kingthrillgore@lemmy.ml
    link
    fedilink
    arrow-up
    0
    ·
    5 months ago

    I would say that Nintendo ERD had access to the bare metal specs from Nvidia when implementing the graphics API (or reused parts of the mothballed Cg spec).

  • amio@kbin.social
    link
    fedilink
    arrow-up
    0
    ·
    5 months ago

    They took Breath of the Wild and tacked a fairly basic building system onto it. It seems fairly unlikely they designed the whole physics thing and game engine themselves (then again, it’s Nintendo, so you never know) but it seemed identical to BotW except that obviously didn’t have the building.

    I’m not sure I’d say it runs smoothly, though. And I play OoT a lot so I’m not a stranger to low fps and lag either.

  • trucy@lemmy.blahaj.zone
    link
    fedilink
    arrow-up
    0
    ·
    5 months ago

    Because Nintendo does what the other Nintencan’t! Nintendo is awesome! They have the best hardware! Other consoles are just seething when they see how our switch performs 🤣🤣🤣🤣🤣🤣 They also have resonable prices and top-notch quality assurance, I’ve never heard a bug in a Nintendo game or hardware!

      • bassomitron@lemmy.world
        link
        fedilink
        English
        arrow-up
        0
        ·
        5 months ago

        I think it was meant as satire. Their prices aren’t cheap and their hardware is questionable in some areas (e.g. $70 joycons that still consistently suffer from drifting that Nintendo refused to acknowledge until two different class action lawsuits forced their hand to offer free repairs).

    • Surp@lemmy.world
      link
      fedilink
      arrow-up
      0
      ·
      5 months ago

      Lol this fool never played Pokemon Scarlett or Violet. Nintendo is absolute dog shit.

        • Surp@lemmy.world
          link
          fedilink
          arrow-up
          0
          ·
          edit-2
          5 months ago

          The consoles too dog shit to run the game is the point . Port it to an emulator on pc and it runs great. Or steam deck

          • wjrii@kbin.social
            link
            fedilink
            arrow-up
            0
            ·
            5 months ago

            Okay, my ten year old loves these two games and has occasionally mentioned people playing them on emulators. She has no complaints (possibly because she’s ten), and TBH when watching her play on the living room tv they look… fine? What is so terrible about the way they run natively? Legitimately curious.

    • fsxylo@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      0
      ·
      5 months ago

      Oops, you were sarcastic on the Internet and now the dumbdumbs are here taking you seriously.

  • Carlos Solís@communities.azkware.net
    link
    fedilink
    English
    arrow-up
    0
    ·
    5 months ago

    There’s also a nifty optimization detail that was included originally in Breath of the Wild to deal with memory constraints, and eventually weaved as both a core part of the plot and a balance mechanic: the Red Moon phenomenon, that resets the state of the overworld at regular intervals. The developers originally explained that at the first stages of development, they had to deal with the fact that the game would eventually run out of RAM while tracking the status of every single enemy, so they decided to add a way to clear the slate, and settled for one of the best ways to integrate it in the lore of the game - explaining it to be caused by the malice of Ganon making all the slain creatures go back to life. And in an open-world game with weapon degradation, it’s highly appreciated to have a reliable source of additional weaponry, simply by waiting for the next Red Moon to defeat a few more enemies and take their weapons. I doubt that degradation would have stuck in the game if it weren’t for the Red Moon making the pull-and-push of resource management balanced - without it, there would be a point in the game where Link would have exhausted all available sources of weaponry and be doomed to play the pacifist for potentially the rest of the game.

  • kandoh@reddthat.com
    link
    fedilink
    arrow-up
    0
    ·
    5 months ago

    Institutional knowledge at Nintendo is pretty good since they don’t do routine layoffs and most people work there their whole lives.

  • morphballganon@lemmy.world
    link
    fedilink
    arrow-up
    0
    ·
    edit-2
    5 months ago

    literally tracking sunshadows for some puzzle completion for example

    I’m guessing the way they do this is much simpler than you’re imagining. They don’t have to track the whole shadow. They just have to see if the targets are being hit by sunlight or not during daytime hours.

    • CaptDust@sh.itjust.works
      link
      fedilink
      arrow-up
      0
      ·
      edit-2
      5 months ago

      Even easier, they can probably check the game clock and see if the event occured and objects were in place within a given time frame (ie, when the shadow would be cast)

      • TwanHE@lemmy.world
        link
        fedilink
        arrow-up
        0
        ·
        5 months ago

        I did play both games. I just really didn’t like totk because after years of development there were zero changes to the parts of the game that bothered me in botw.

        Rant incoming: Combat still sucks ass, 90% of the enemy types are still the same (underground just colors them red), There is no point fighting anyone since you don’t get anything for them, even the chests are useless since all weapons are dogshit without the right fusionite. Dungeons felt less inspired than the divine beasts. World didn’t feel as rewarding to explore since many of the locations are the same or just slightly altered or now just floating in the sky. Performance was even worse prior to overclocking.

        In the end im happy I spend €20 on a picofly instead of buying the game.

        • PlantDadManGuy@lemmy.world
          link
          fedilink
          arrow-up
          0
          ·
          5 months ago

          Rant outgoing: Counterpoint, combat is amazing and you’re just used to it because of breath of the wild. They absolutely did change the enemy types, and besides just being red the enemies in the depths permanently break your heart containers with gloom. Figuring out which enemies drop the best fusion materials is an essential part of the game, which I guess you just ignored. How did you not feel like jumping from floating ships in the sky up to a thunderstorm containing the entire wind temple was just not inspired enough? I’m seriously curious to know what temple designs would have satisfied you.

          • TwanHE@lemmy.world
            link
            fedilink
            arrow-up
            0
            ·
            5 months ago

            Counter counter rant: Idek what to say if you find the combat amazing, good for you I guess.

            For me the main problem is that it’s way too easy/simple once you learn the counter or jump timing (1st fight if you played botw) and except for the bosses there is just 0 reason to engage in it, since the only thing you’ll gain from it is a replacement for the weapons you broke while doing it.

            Don’t get me wrong figuring out the best fusionite weapons is cool but I’d rather have it be an addition to a nice weapon instead of everything you find being dogshit and only worth using once it’s upgraded. Btw It’s still weird that only the melee weapons were affected by the degradation and not shields and bows.

            Yes there are some different enemies than in botw, but many are reused and I still feel like there’s not enough of them, and 9/10 times you engage them in the same way.

            The dungeons don’t feel inspired enough to me since they all have the same premise, walk around for a bit doing a puzzle and have a fight. The devine beasts were 4 unique experiences at least.

            The whole sky island shit is boring as hell since except for the first one you get to they are all the same few parts copied around.

            Don’t get me wrong it’s not a bad game, its just not different enough from botw after 5 years. It’s just botw 1.5 maybe even 1.25, but definitely not a 2.0 If they had released it as a large dlc at a lower price I wouldn’t feel as strongly about it.

            • PlantDadManGuy@lemmy.world
              link
              fedilink
              arrow-up
              0
              ·
              5 months ago

              Fair points, and for sure they did recycle a ton of the content. I think really they were just banking on the completely new ultra hand and crafting mechanic to carry the majority of the gameplay. Cheers.

              • TwanHE@lemmy.world
                link
                fedilink
                arrow-up
                0
                ·
                5 months ago

                Ultrahand is definitely insanely cool feature to play with, I just hoped they’d flesh out the basics a bit more. That’s one thing I’d be sad to see go in the next zelda installment, although I’m not sure how they would keep it around. Hopefully the switch 2 allows for even more possibilities but I’m not that optimistic about Nintendo made hardware.

  • JeeBaiChow@lemmy.world
    link
    fedilink
    arrow-up
    0
    ·
    5 months ago

    You should go read up on the small optimizations that developers do to seemingly surpass the limits of earlier hardware. Stuff like swapping palettes in between scanlines to give the impression of more available colors, or reusing palette swapped cloud sprites in place of bushes to save on limited ram. Good engineers are really, really good. They seem to find a solution for everything.

    • UNWILLING_PARTICIPANT@sh.itjust.works
      link
      fedilink
      arrow-up
      0
      ·
      5 months ago

      Hell yeah. I think it was Spyro – anyway, some psx game – that had to literally go through the source code and declare integers like i outside of loops, so they could be reused. All so the game would fit on disc.

      • JeeBaiChow@lemmy.world
        link
        fedilink
        arrow-up
        0
        ·
        5 months ago

        Sorry, can’t give you references, but the examples I used were from one of the early Mario games. I was around when the euro demo scene was still hot, so there were loads of tips and tricks they used to game the 8086-x386 hardware to create dazzling effects in real time, prior to the introduction of acceleration and dedicated graphics chipsets. It was a truly glorious time, and a great source of wonder growing up in the 90s watching the industry evolve around me.

        Still blows my mind (though not in a good way) to hear a simple app or http framework nowadays needs several gigabytess just to install. Everything I mentioned used to happen in 32k-8mb of RAM.

        • aksdb@lemmy.world
          link
          fedilink
          arrow-up
          0
          ·
          5 months ago

          The demo scene still exists and they still produce mind blowing stuff.

          I still remember “playing” .kkrieger, a 3d shooter fitting in a fucking 64kb exe. It did use quite a bit of RAM though.

      • Dran@lemmy.world
        link
        fedilink
        arrow-up
        0
        ·
        5 months ago

        I don’t know if there are any for the switch specifically, but Modern Vintage Gamer on YouTube does a really good deep dive series he calls “impossible ports” where he covers the technicals of how a port of a game was made for a console and why it’s crazy that it works at all. Portal on the N64 and halflife on the PS2 are the example that first come to mind.

    • takeheart@lemmy.world
      cake
      link
      fedilink
      arrow-up
      0
      ·
      5 months ago

      When I was extracting sounds from the sound banks from the Nintendo 64 game F-Zero X I simply couldn’t find certain sound effects. It turns out that some effects are created during runtime by taking a sound sample and applying certain effects or filters, for instance pitch shifting the sample and looping it in rapid succession.

      It’s a clever way to save on memory and the player doesn’t notice if it’s well done. The original Pokémon Red/Blue on the gameboy is an example where it’s not so well done in some places. If you pay attention you’ll notice that some Pokémon’s battle cries are simple pitch shifts of other ones and they didn’t apply any other effects to obfuscate this.

    • Potatos_are_not_friends@lemmy.world
      link
      fedilink
      arrow-up
      0
      ·
      5 months ago

      MGS V’s performance is a freaking work of art. It ran incredibly smoothly on my PC, and was gorgeous to boot. Then I loaded a few other games and had to turn down settings to hit 60fps.

      • Dudewitbow@lemmy.zip
        link
        fedilink
        arrow-up
        0
        ·
        5 months ago

        fox engine was well developed and iirc was used for PES, sad it didnt get much other uses though due i konami functionality pulling out of game development.

        • Perfide@reddthat.com
          link
          fedilink
          arrow-up
          0
          ·
          5 months ago

          Well, Konami is back into game development, but the Fox Engine remains on mothballs. MGS3 remake will be on UE5 :/

      • deus@lemmy.world
        link
        fedilink
        arrow-up
        0
        ·
        edit-2
        5 months ago

        Can confirm, I still remember how impressed I was to see MGS:V running smoothly on my old dual-core Intel CPU with integrated graphics. It could never handle Sleeping Dogs or Deus Ex: Human Revolution yet this massive and beautiful open-world sandbox ran on it like a champ.