Comments 259

Re: Video: Here's What Final Fantasy IX Looks Like On The New Nintendo 3DS

Hungryluma

Seems like people still don't get that the PSP can't emulate PS1. At all. It just runs the games the same way the DS ran GBA games. Software built specifically for the New 3DS rather than ported would surely improve FFIX's performance.

N64 emulation is very unlikely beyond SM64 w/ frame drops, especially considering my 2011 laptop barely runs half the library at a satisfactory level. There's a reason the Wii VC didn't have the full N64 library.

Re: Poor Odds of The Binding of Isaac: Afterbirth Coming to Wii U as Nicalis Says It's "Not Much More Powerful Than a PS Vita"

Hungryluma

Wii U: Tri-core PowerPC @1.24GHz

New 3DS: 4x ARM11 @ 804MHz

PS Vita: 4x ARM cortex A9 @ 444MHz

Putting aside the fact that all 3 consoles should realistically have zero problem running a flash game as BoI. It should also be noted that the homebrew SNES emulator on Vita actually runs worse than on New 3DS, much less Wii U.

This is a clear example of modern developers wimping out on the age old practice of optimization.

Re: Mario History: Super Mario 64 - 1996

Hungryluma

@Gridatttack Agreed. It was good when it came out, but later games like Spyro the dragon, Banjo kazooie, Rachet & clank and Jak & daxter as well as later 3D mario games refined the genre.

@DarthNocturnal Excuse me? Galaxy was not inspired?

Re: Shin'en Multimedia Has No Plans for FAST Racing NEO DLC, Would Like a Futuristic Racer on "A New Handheld"

Hungryluma

@AVahne Even though the total pixels on screen are 800 across, In 2D mode, the effective resolution is 400x240 because the image displayed is stretched over the sub-pixels 1:2. However in 3D mode, that same image is reconfigured by one each of two framebuffers to only display on every other 400 sub-pixels 1:1, leaving the other 400 pixels to the 2nd framebuffer which displays a different image of the same scene at a different angle. Because of this, the effective resolution in 3D mode is 800x240.

This is because each image has its own detail/information that the other image does not display in its 400 pixels. For the 3D effect to work, one image is displayed to its respective eye, the parallax barrier blocks the other eye from seeing the image displayed to the opposite eye. Each eye gets shown the same scene at slightly different angles showing different detail. It doesn't matter how different one image is from the other, as long as the image displays aspects of the scene not shown in the other image, more detail is perceived when the brain merges these two images together to get the 3D effect. This is why objects/environments seem "rounded" while each individual image is just a flat, 2D, 400x240 shot. You're seeing both sides of an object at the same time. Your brain perceives both images at the same time and merges both aspects of the images into one 3D scene, displaying what both images have to offer, 800x240 resolution worth of detail. 2D mode is just an automated version of simply closing one eye with the 3D effect on, you only see one of two images when closing an eye.

Re: Hyrule Warriors Is Slashing Its Way to 3DS

Hungryluma

@A01 Ironfall was an excellent demonstration of the hardware capabilities. For a port, this is surprisingly slick and looks very similar to the console version. Especially compared to the lazy port that was DQ8. A PS2 game! This is an early build so we might see improvements from now.