I would have never known that Nintendo of Japan sells transit card cases had this not been posted. That's actually an interesting product, one that could only really make sense in a country with high transit usage like Japan.
@chipia If this were a simple 2D game, I'd be inclined to wholeheartedly agree. However this game appears to be using a variety of fancy dynamic effects, which may be computed in real time. If these effects are in fact being done on the fly, then they are likely computationally expensive, even in 2D. Coupled with the fact that many contemporary technologies are optimized for 3D, and that's a major reason you get performance issues in 2D games on contemporary hardware.
That said, there are a variety of optimizations or graphical trade offs that could be made to improve performance to be seamless or close to it. Of course, this would come at increased development costs and/or loss in visual fidelity.
As a side note - Apparently this game was using the Stencyl engine circa 2017, which is an engine you don't typically see on the Switch - I'm unsure if the switch version is based on the same codebase or if they ported to a different engine. I wouldn't blame the engine for performance problems first without good reason though.
I think some additional context provided by the video itself helps illustrate his points more clearly. My interpretation of them is that I think he prefers higher framerates, but is also a realist about what is possible given real world factors.
"Some PC games and high-end machines can surpass 120 or even 200 fps, depending on processing power. But none of that will matter if your monitor doesn't support it. What you really want is both. Silky smooth graphics are where it's at!" (2:08)
Additionally his later description of making his games run on PAL at 25 fps notes that this tradeoff was "Jarring". (And this may just be me, but I think there may be just a tinge of disappointment in his voice when he describes this around 3:13.)
This article touches on variable framerates in games, but so does the video. (1:48) He doesn't ignore it, but he doesn't go very in depth on it either. (Which is fine for a 3:55 long introductory video)
Comments 3
Re: Random: No, Famicom Disk System Games Can't Be Used For Public Transport Payment
I would have never known that Nintendo of Japan sells transit card cases had this not been posted. That's actually an interesting product, one that could only really make sense in a country with high transit usage like Japan.
Re: Review: Ghost Song - A Potent Mix Of Metroid And Dark Souls, But Maybe Not On Switch
@chipia If this were a simple 2D game, I'd be inclined to wholeheartedly agree. However this game appears to be using a variety of fancy dynamic effects, which may be computed in real time. If these effects are in fact being done on the fly, then they are likely computationally expensive, even in 2D. Coupled with the fact that many contemporary technologies are optimized for 3D, and that's a major reason you get performance issues in 2D games on contemporary hardware.
That said, there are a variety of optimizations or graphical trade offs that could be made to improve performance to be seamless or close to it. Of course, this would come at increased development costs and/or loss in visual fidelity.
As a side note - Apparently this game was using the Stencyl engine circa 2017, which is an engine you don't typically see on the Switch - I'm unsure if the switch version is based on the same codebase or if they ported to a different engine. I wouldn't blame the engine for performance problems first without good reason though.
Re: Video: Masahiro Sakurai Talks About Frame Rates In Games
I think some additional context provided by the video itself helps illustrate his points more clearly. My interpretation of them is that I think he prefers higher framerates, but is also a realist about what is possible given real world factors.
"Some PC games and high-end machines can surpass 120 or even 200 fps, depending on processing power. But none of that will matter if your monitor doesn't support it. What you really want is both. Silky smooth graphics are where it's at!" (2:08)
Additionally his later description of making his games run on PAL at 25 fps notes that this tradeoff was "Jarring". (And this may just be me, but I think there may be just a tinge of disappointment in his voice when he describes this around 3:13.)
This article touches on variable framerates in games, but so does the video. (1:48) He doesn't ignore it, but he doesn't go very in depth on it either. (Which is fine for a 3:55 long introductory video)