Where did they say that. I knew about RE though.That was Resident Evil: Revelations, they turn on anti-aliasing in 2D (the developers claimed that they didn't need AA in 3D).
Where did they say that. I knew about RE though.That was Resident Evil: Revelations, they turn on anti-aliasing in 2D (the developers claimed that they didn't need AA in 3D).
They didn't. A couple of members theorized that 3D gives a natural AA effect, or something to that effect. and it grew from there.dallow_bg said:Where did they say that. I knew about RE though.
Does this mean I'll have to keep playing my DS WFC games on my DSi for a couple months if I want to keep my friend codes intact? I knew DSiWare transfer was delayed, but didn't think system settings transfer would be.VOOK said:If you tap it though it just says 'will be available with a system update'. I tried
The only thing anyone knows is there are 150 "locations"Jonnyram said:I need deets on Ridge Racer... anyone know how many tracks there really are, and how many of them are recycled from past games?
I kind of suspected that.Serenade said:They didn't. A couple of members theorized that 3D gives a natural AA effect, or something to that effect. and it grew from there.
Jonnyram said:I need deets on Ridge Racer... anyone know how many tracks there really are, and how many of them are recycled from past games?
BooJoh said:Does this mean I'll have to keep playing my DS WFC games on my DSi for a couple months if I want to keep my friend codes intact? I knew DSiWare transfer was delayed, but didn't think system settings transfer would be.
gkryhewy said:Expect a lot of recycling, since the producer said in the Iwata Asks interview that there are 'a few new courses.'
Just got back from the Perth event. Went 20 minutes before they opened so the crowd was reasonable (which meant I had all the time I wanted to check things out ). 3D was great. Managed to get it working for me in all the demos I tried though some games had more of a learning curve then others.
Going in, approximate, order of what I tried:
Resident Evil: Mecenaries - Amazing graphics! Way better then the last batch of official screenshots. 3D looked more pop-up book then real 3D but I guess that's to be expected with such detailed graphics on a low res screen. Slider feels great and the touch screen is very responsive.
Resident Evil Revelations & Metal Gear Solid video reel - Revelations was just a recording of the Japanese demo. Looked about on par with Mecernaries except in a much smaller environment with less character models (so there's room for improvement ). MGS was a very, very shortened version of the naked sample. 3D was a little tricky for me in this one but I eventually got things comfy before moving on.
Super Street Fight IV - Got my ass kicked by Cammy so damn quickly. Great 3D though, very natural. I also quite like the clicky D-Pad.
Kid Icarus - Great Graphics, good 3D and surprising intuitive ground controls. As you should know by now, a quick flick rotates the camera whilst a deliberate squiggle controls the cursor. The distinction between a flick and a squiggle is very natural and felt just right after a minute of practise.
Steel Diver - Only bothered trying the tutorial, so it was a little boring but I can confirm that the controls are great. Had no trouble switching between the screens rapidly and constantly. 3D looks as expected. Looks especially great when surfacing.
Nintendogs - I want a real Husky.
Ocarina of Time - Updated graphics look nice but other then that it's just OoT (can't really get all that excited over playing the Deku Tree again for the 5 millionth time) so I didn't spend too long on it. More notably though, it was my first attempt at trying gyro controls with 3D on. The light weight of the unit made maintaining the effect surprisingly easy to do... until the tether got in the way. Fear unfounded folks.
AR Games - this is the game that gave me the most trouble with 3D. Again I blame the tether, but I did get the hang of things before the demo was over.
Pilot Wings - There was a kid Who was hogging the demo for a bit before I got my hands on it but I'm so glad I waited. Easily my favourite use of 3D of all the demoed games. Great controls too, perfectly captured the joy of flying (also double tapping L and R does what you would expect it to do ). This just jumped to the top of my must buy list.
On the way out I also caught a quick glimpse of the Mario Kart vid units featured outside the booth. Looks way better in 3D then it does in screen shots. The low poly designs of the cars make them really stick out in 3D.
General Hardware impressions:
I can confirm the promotional shots are correctly colour balanced. Aqua Blue looked just as expected, so I'm very glad I went with black.
3 tiered/Hamburger design doesn't look anywhere near as bad in person when you get a good look at just how thin those tiers are.
Touch Screen is way more sensitive then the original DS (it responds to the lightest of touches) however it still has the same amount of give, making it feel a bit more 2004 then I'd like (also explains why Nintendo didn't bother including a multi-touch option in the drivers. The more give, the accurate a resistive touch screen is with multi-touch)
The unit is very light but at the same time very solid. Reminds me of the classic controller, expensive feeling despite it's lack of weight.
Overall I'm very impressed. Will, probably, be going again tomorrow (again first thing in the morning) if any WA gaffers want to meet up.
To transfer from DS or DS Lite you needed a WFC game to access the WFC options menu. For DSi you can access it from within the system settings menu. It basically just transfers the 16-digit sytem WFC ID to the new system, so that DS games think they're in the same game+system pair when used on the new machine, and the old machine recieves a new WFC ID. So while it requires a game to do the transfer on DS/Lite, the only actual changes made are within the system settings.VOOK said:Hmm I'm not sure, don't you transfer WFC details through the games though? Like if you bought a new DS Lite you'd have to boot it to a game with WFC to do it.
DS friend codes won't work with 3DS ones I'd imagine.
OK, the translation may be a little misleading, but only really if you're looking for details like myself.WonkersTHEWatilla said:Actually:
Iwata:
How is the content volume this time?
Sakagami:
The game may be for a handheld system, but we increased the volume. For example, there are quite a few more courses. We made several new courses and there's quite a rich selection of cars. There's also a Grand Prix Mode with various race locations. More than 150!
Iwata:
Did you say 150?!
Sakagami:
I did! So there's plenty of racing to be done! There's a variety of modes, too. For example, there's the Tour Mode. Unlike the Grand Prix Mode, it allows you to select certain conditionslike you want to play for x number of minutesand it automatically selects a course for you.
StickSoldier said:Do the youtube videos have footage of a finalized version of ss4? If so can anyone confirm if the background have objects that move, or just stuck? Sorry I'm at class so I can't watch anything.
Smiles and Cries said:people have been talking about this a lot but no one has talked about the stress on the eyes from background movements when in 3D maybe it looked like a mess in 3D and they decided to go static
StickSoldier said:Hmm, yeah I'm hoping 3D isn't that bad because I want the depth to create a real world feeling, not just a bunch of static back grounds and such. But I'm really hoping that it doesn't have anything to do with the game using majority of the systems power (I don't really think so, it just came out). Hopefully it's explained in detail by Capcom at some point.
Smiles and Cries said:yeah hopefully they give the reason for this does the iPhone version have animated backgrounds? I'm just wondering if they are both built on the same MT Mobile version
iPhone port is nothing like anything else. It uses no 3D graphics at all - the characters are pre-rendered 2D, the start of Ultra's are FMV's.Smiles and Cries said:yeah hopefully they give the reason for this does the iPhone version have animated backgrounds? I'm just wondering if they are both built on the same MT Mobile version
Yeah it's already been confirmed that Revelations adds 2xSSAA when in 2D mode._Alkaline_ said:From what I could tell of Revelations, there was a bit of AA added in 2D but the 3D seemed to cover it to an extent. I honestly didn't notice a big difference in jagged lines, they looked pretty much the same from a graphics point of view.
Is it true about DS games looking worse on the 3DS?
StickSoldier said:Yeah the Iphone version isn't anything like the console versions, but I just can't fathom that they'd take out animated backgrounds just because of the 3D. If that's the reason, I wonder if they could of possibly made an option in the game to have the backgrounds animated or not, however I'm not even sure if that is feasible.
Truth101 said:I'm wondering if they had filled up the 2GB carts and that there were not any larger capacity carts in production, that would easily explain why animated backgrounds were not in.
AceBandage said:Errr, no...
It was likely more due to the fact that they were making the game in like a year and shifted priorities to making it as full featured as they could without have to sacrifice FPS.
Smiles and Cries said:its nearly 4PM Friday Japan Time
are we not going to have predictions of first day / first week sales?
we should see line pics in about 8-10 hours but with the pre-order tickets this is doubtful now right?
AceBandage said:There are a lot of predictions in the Media Create threads.
I thought Street Fighter was confirmed to be 60fps in both 3D and non-3D modes?Amir0x said:You mean like 60fps? Street Fighter IV also gets a benefit in non-3D mode. I am sure there are also tons of games that receive as yet uncommented on benefits when the mode is shut off. But, I don't like the pop in your face 3D as a rule, and it's distracting and has other downsides besides just impacting the performance of a game (illusion completely falls apart with even the slightest viewing angle; 3D wildly varies in terms of impact; headache inducing to look between 3D screen and non-3D screen since it's a dual screen system) , so I'm turning it off because it's retarded.
Is this in reference to a quote about the game using 80 or 90 percent (or whatever denotation was used) of the the systems resources or something? Because if it is that was about using most of the features. Like Street and spot pass, wifi, local wireless and, 3d.StickSoldier said:Hmm, yeah I'm hoping 3D isn't that bad because I want the depth to create a real world feeling, not just a bunch of static back grounds and such. But I'm really hoping that it doesn't have anything to do with the game using majority of the systems power (I don't really think so, it just came out). Hopefully it's explained in detail by Capcom at some point.
we should see line pics in about 8-10 hours but with the pre-order tickets this is doubtful now right?
Yep. It also helps that the system is really, really light so holding it in position isn't tiring at all.seady said:Having finally see the 3DS in person, I think the criticism about losing the 3D or difficulty of finding a 'sweet spot' is blown out of proportion. It really isn't that hard to view the 3D, and you can even see the 3D when you are on the side watching other people playing.
seady said:Having finally see the 3DS in person, I think the criticism about losing the 3D or difficulty of finding a 'sweet spot' is blown out of proportion. It really isn't that hard to view the 3D, and you can even see the 3D when you are on the side watching other people playing.
seady said:Having finally see the 3DS in person, I think the criticism about losing the 3D or difficulty of finding a 'sweet spot' is blown out of proportion. It really isn't that hard to view the 3D, and you can even see the 3D when you are on the side watching other people playing.
Smiles and Cries said:so only 2 games came out in Hong Kong or are those guys just dirt poor?
they run a gaming site they should have gotten everything
Sadist said:What about the loading times guys? A few demo's like the Ridge Racer take a long time to load. Is this still the case or are those early builds?
Yeah, it's interesting, the camera and my 3D photo frame use the exact same tech as the 3DS - but the 3DS somehow has a much wider sweet spot. Especially compared to the photo frame, that thing is horribly hard to find the right spot.VOOK said:+1
Compared to say my Fujifilm 3D camera, it's brilliant.
WonkersTHEWatilla said:Speaking of loading times, in those unboxing vids from earlier today I felt that the time it took the 3ds to power on and boot up to home screen was noticeably long. Not so much that it is annoying (yet, I suppose), but enough for my attention to focus on it.
Serenade said:So many mixed things regarding the framerate in SSFIV
gaffers that played the game at prior events have said the framerate didn't change between 2D or 3D.
Tech itself isn't anything new ( Sharp commercialized product with parallax barrier in 2002-2004 ) however it seems Sharp latest screen is the best implementation of it yet.Dreamwriter said:Yeah, it's interesting, the camera and my 3D photo frame use the exact same tech as the 3DS - but the 3DS somehow has a much wider sweet spot. Especially compared to the photo frame, that thing is horribly hard to find the right spot.
You tried that 3D theory yet?VOOK said:+1
Compared to say my Fujifilm 3D camera, it's brilliant.