When we usually report on patents, it's for controller designs, new hardware, and sometimes even tweaks and modes for a specific game. Today, we've discovered that Nintendo has filed something that's related to the last thing, but will actually help streamline game development for all of their IPs on Switch.
This recently-filed patent is for a process called deformation — this is something that stops clothing textures from seeping into an in-game character model. So, y'know, no awkward lack of cape swishing because it's blending into Mario's thigh or something. And no accidental exposed skin in wintery areas. We wouldn't want Link to get cold in the Hebra region, would we?
In the image above, you can see a very faint outline of clothing on the character model on the left (CH1). This is way too close, which would lead to the kind of stitching you wouldn't expect on a person. We imagine this is a particular pain for floaty clothes like skirts. This is what a model might look like before deformation. The table underneath the two figures indicates everything stored by the game's dynamic random access memory (DRAM). And you'll see that clothes data is there, too.
The character on the right (CH2), however, is the lucky one. No risk of getting a chill because of exposed skin, as the character model has been made smaller, and the clothes are now an extra layer. Previously, devs would have had to make a brand new model to fit the clothes they want them to don. So, this is just like putting a jumper on over your clothes!
This patent has sparked some confusion among fans, however. The patent was filed by Zelda: Breath of the Wild technology supervisor Takuhiro Dohta — who we assume is also working on that elusive sequel. Which has got some speculating that Breath of the Wild 2 will have armour durability as well as weapon durability.
Well, we actually don't even know if the game will have the latter, but we certainly don't think that the game will let Link's clothes waste away as he scouts around. We've already got people stripping off Link in the mountains for fun, so we don't think it's fair to make Link any colder than he can already get.
So, don't fret! This is just to help developers make game design a little easier, and not to punish us for fighting Lynel's and getting charged in the face by them with armour that's clearly not good enough.
[source uspto.report, via tweaktown.com]
Comments (43)
This was actually aNice piece of information, thank you.
Wait, so Nintendo is trying to solve model clipping before the technological powerhouses that are Sony and Microsoft? Am I reading that right? I only skimmed the article as it's way past my bedtime and I need to sleep. But if so--that's awesome! I feel like clipping is far too prominent in Nintendo games and can definitely break the immersion when you see Link's sword phase through his arm or something. Mario Kart is very bad about this, with characters sticking their legs and feet through the steering wheel when they're jumping around during their victory animations. I can get behind a future with no clipping, though I imagine a lot of people are gonna be weirdly nostalgic for it and start begging for clipping to come back, because no one is ever content.
So basically this is collision detection for clothes. That is a new algorithm - not a new invention. And at least in Europe algorithms cannot be patented.
I think, this is interesting for a completely different topic: more and complex cloths details require more hardware power. Another hint for the New Super Switch U XL SP Pro?
Anyway, there are more … uhm… “creative“ ways to solve such clipping issues. Gust always releases a Bikini DLC. Although, who wants to see Mario in a Bikini
Ingame mechanics and systems should not be patented/copyrighted. Look at what happened with bandai namco and their exclusive patent for playable loading screens, they didn’t do anything with it ane now that the patent expired and no one could develop the tech further over those 20 years they held the patent no one is using the tech anymore.
I wish Nintendo would use anti-aliasing more than they do, which is practically not at all. For me that's more important than clothes clipping. Flickering jaggies belong in the past and prevent Nintendo games from looking as good as they should. Splatoon 2's hub offers a look at how good Nintendo games can look without jaggies.
@Not_Soos One glaring issue I have in Mario Kart 8 is that if you win with Yoshi on a bike, his animation shows a part of his neck inside his mouth when he opens his mouth. It's incredibly annoying. I know that's not clothing but it's still really dumb.
Coming this holiday season: Super Mario HOTyssey, bundled with a pair of thermal Joy-Cloths so you can feel Mario’s body temperature throughout the game, whether he’s pounding Goombas in a scorching desert or frozen to death by adorable killer penguins.
Your hands will also be singed every time you throw a fireball as Fire Mario. Remember the permanent nerve damage caused by Mario Party 2 back in the day? Well, prepare to be 1-Upped!
BotW2 seems to have the most verticality in any open world game. I dare say it gets cold up there lol.
Info dump / rant coming: Sorry.
As some others have said, game mechanics or graphical effects usually cannot (and on rare occasions where they CAN, at least SHOULD not) be patented. Ever.
Their exact code/engine/drivers or whatever else software method they are using in the games to achieve the goal is already copyrighted to them the instant they write it (all computer code is legally provable who wrote it first and who has the earliest known copy) and does not require a patent to stop it being stolen. Thats not what patents are for. This is precisely why I find this confusing. Perhaps if I read the entire patent application I'd see something that is patentable but nothing shown in this article is by any stretch.
One company coming up with a new technique to improve their game does not mean they are the only company that can ever have that feature. In fact the whole history of the games industry is people learning from previous games and either copying their ideas, or preferably trying to recreate the effect and improve it (EG: Doom -> ROTT -> Duke3D same principles of a graphics engine, but each adding new features the previous one couldn't, each developed from scratch by different companies, trying to emulate and slightly build on the last big hit). This is how and why improvements in games are generally iterative, and this is the way it should be.
Sega and Nintendo wouldn't have made such fantastic games in the 16bit era if they hadn't been such close competitors, leading them to always try and one up each other by iterating on each others ideas. Sonic was created simply as a way to get a mascot platformer like Mario, but try and make it more technically impressive with new physics and graphics techniques, and by hiring industry leaders to do character design and music etc making it more marketable than the existing competitor. Star Fox and Donkey Kong Country were massive leaps forward and they were the first to get "hardware in cart" polygon gaming and "cgi rendered 3d" sprites perfected and out to a mainstream home audience respectively - but there would have been no legal grounds to say that Sega shouldn't release the SVP chip (or 32X) or use 3d rendered sprites in Sonic 3D and other games afterwards. Indeed, StarFox and DKC themselves were not entirely new tech or concepts, just building on, improving and perfecting previous games to the point they felt fresh.
(continued)
Similarly, Sega and Namco's fighting, racing and shooting series' in the arcades would not have been so great if they weren't always trying to outdo each other. There was never any question as to the possibility of patenting polygonal fighting games using motion capture, or force feedback steering wheels and life sized cabinets or whatever. Sega released a polygonal lightgun shooter? Great, we'll make one but add texture mapping and a foot pedal. Sega then have to respond with a sequel or new franchise that outdoes Namco's efforts. Virtua Fighter < Tekken < VF2 < Tekken 2 < VF3 etc. Neither could or should have sued the other. All's fair in love and videogames.
Unless I'm missing something, the irony here is Nintendo's code is already protected by air-tight copyright. There is nothing stopping any other games company trying to develop their own method to have the same result and a patent can not be given for this, thats not what they exist for. By filing the patent, depending on how much detail is given, they are just giving their competitors clues as to where to start and what methods to use when developing their own code, which will inevitably be "the same thing but far better" if its running on next gen hardware and engines. And also by filing the patent, they are letting their competitors know what kind of stuff they are working on. It seems really rather foolish to me.
Of course, if I've misunderstood and there is actually specific hardware required to run this code (like for example previous PhysX or 3DFX hardware devices) or they are trying to create a licensable engine or framework (like Direct X libraries, or Unreal/Unity etc) then of course these can be patented if they are provably truly unique in the way they function and not at all iterative over what already exists. But still, completely original software that can recreate the same effect through similar but different methods still would not violate these agreements if it didn't require that hardware.
The hardware patents we regularly see for controllers etc make perfect sense to me. I don't think software feature patents are valid 99% of the time, and when they are, its usually because of a fundamental misunderstanding of the market by whoever made the rulings - for example all the patent disputes between Microsoft and Apple in the 80s and early 90s over stuff that neither of them actually invented and both copied from decades-old Xerox innovations (see "Pirates of Silicon Valley", its fascinating!)
It actually wouldn't matter if this couldn't be patented in Europe - or indeed any particular territory - for one reason. It would prevent Sony/Microsoft using that algorithm in games, because if they were to use it in a game to be released in Europe, they would then have to release a separate version with a different implementation in whatever territories the patent DOES apply.
Actually quite clever and devious.
Definitely related to Mother 3.
I was always impressed in the Arkham games how Batman's cape never clipped into his body. They obviously put a lot into it given that you always see him from that angle.
Now I'm playing Elden Ring and everything clips through everything else! But it's ok, I'm usually so focussed on not being obliterated by various knights and monsters to notice.
Good, I have been waiting for devs to take clipping and collision detection seriously. It’s the little (appearing) details that makes a game immersive.
Is this the end of the boob socket?
@Piyo I... Might want to see Mario in a bikini. That's just my weird gender-bent mind though.
a process called deformation — this is something that stops clothing textures from seeping into an in-game character model. So, y'know, no awkward lack of cape swishing because it's blending into Mario's thigh or something. And no accidental exposed skin in wintery areas.
To date, naturally furred characters don't seem to have had this problem.
... just saying.
I am not sure this is necessarily a patent to just fix clipping. After all it is only trying to solve clipping of the body under the clothes poking outside the clothes, not a problem you see often in games (usually they either swap whole meshes or hide the underlying body part or just properly skin the clothes anyway). It is not like it would solve the usual clipping you see in games of things like hair, weapons, helmets, shoulderpads, etc poking through other parts of the character.
Maybe it is cheaper for them to fix this kind of clipping this way, but it could also be something they intend to use for a game mechanic where clothes can drastically change the shape of a character, so deforming the body is needed.
LINK WEARS CLOTHES IN BOTW2 CONFIRMED?!?
@Piyo
I think they might just be working on unlocking that hidden CPU-power core within the Switch APU.
Maybe it's just coming from being someone who plays the WWE games which are constant clipping nightmares but I've really never at all actually minded clipping, think it beats the hoops that at times must be jumped through and sacrifices that at times must be made to avoid it. Maybe it's just the part of me that aggressively doesn't care about immersion, I dunno.
Clipping can really break immersion when prevalent enough in a game, so it’s great to see that Nintendo is taking steps to solve it. More of the trademark “Nintendo polish” is always a win in my book.
I really hope that this does solve many clipping issues in Nintendo games. BOTW certainly has its fair share of it.
@Not_Soos People say Nintendo is a decade behind Sony and Microsoft and now they're ahead.
Don't entirely get what the big deal is over the patent. If YOU made something you'd want to try and protect it after going to the effort of creating the thing. Sure it will be adapted, modified, improved but it's just a way to go 'I made this' imo
Nintendo could already do this, why did they need the patent?
Just look at Smash Bros. when Wario uses Neutral-B on someone, their top half gets shrunken.
And no, they didn't have to make a whole new model for that, they never did, not even is SM64.
How did anyone read this patent and interpret it as armor durability?
@Not_Soos
To be fair, we'd need some seriously advanced technology to keep Wario's thicc body from clipping through things. I doubt even the PS5 could handle his perfect form!
If BotW2 has breakaway armor, we can be sure this is the first Zelda game you get to play as Zelda...
People are overthinking this one. It's just overbearing Nintendo legal doing what overbearing Nintendo legal does. They did something in a game engine and the legal department immediately tried securing every claim they have to stake on it, valid or not. Probably to their own detriment in this case.
@OorWullie So much this! The lack of AA is one of the main reasons I consider Switch a dedicated handheld at this point. Switch games are the last games on Earth that have such ridiculous jaggy issues short of Falcom. And that's not a compliment, much as I love Falcom games.
I figured it was for microtransactions, or some nonsense like that...
How is patenting something like this legal?
This shouldn't be allowed to be patented and I hope it's for nothing. Nintendo just combined existing programming ideas with natural reactions such as feeling cold depending on the environment and clothing data. I think it's funny that Nintendo is inspired by lots of things (Breath of the Wild is a combination of Assassin's Creed and Monster Hunter but with a lot less density) but then they don't want anybody else in the universe to do something similar to what they think that belongs to them.
Really? A patent for characters wearing CLOTHING? How long has it been since Nintendo first went 3D? Because clothing on characters have had collision detection WAY before 2022. This isn’t some groundbreaking discovery.
@Piyo Its invention of new algoritm 😉
@OorWullie Most anti aliasing technices are ugly,. they just blur the image. And switch doesnt have power for proper anti aliasing. few jages is better than vaseline on the screen...
Mip Mapping is better, since it just blurs the textures that are far away, and doesnt blur edges of objects (which results in soft imageú
@Abes3 Particularly when patents easily costs tens of thousands of dollars or more for larger firms.
@JoyousCreeper to protect their technique from getting copied
lmfao imagine if nintendo starts suing people cos their character models stop clipping when equipping clothes in their games, this patent is kinda stupid
@jsty3105 but but haven't they already done this without filing a patent? (smash bros)
@JoyousCreeper Possibly - filing the patent just protects it from getting copied
@Ham-n-jam they can't do it to just anyone - a legal case would only appear if another company uses the same method
@jsty3105 yeah true, problem is their solution seems quite generic, but idk maybe other companies can get away with deformations using a slightly altered data structure or something
@Ham-n-jam Should've replied earlier to this. It sounds generic because all patents are written to be as broad as they can be (within the parameters of the patent!) so that they offer the best levels of protection. Patents that are written in overly precise language usually don't protect against much because it would be relatively simple to make a small tweak to the process or item in an area that isn't covered by the patent.
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