Effect said:Is 30 FPS the same on a 3DS game as a normal 30FPS game since it's being done on two screens instead of one?
What was the last RR that was 100% new?Wizpig said:About all the Ridge Racer talk, is it a joke that some of the content is from an iOS version?
I'd buy it only if the game is 100% new.
Nope, Super Street Fighter IV at least is 60fps in both 2D and 3D, as is Ridge Racer. Only one single game drops to 30fps in 3D, and that's Dead or Alive.crankypants said:As far as I know, yes, because under the hood the games are just rendering out one 800 x 240 frame that's being sliced in half vertically for the 3D effect, left eye/right eye.
Dreamwriter said:Nope, Super Street Fighter IV at least is 60fps in both 2D and 3D, as is Ridge Racer.
M3d10n said:Also, there are various other calculations which only need to be done once:
- Real time shadows (they are rendered from the light's POV and can be re-used for both images)
- CPU-based character skinning (aka: animating the model to match the joints)
- Updating particle positions.
- Real-time environment reflections.
These are the items that must be done twice:
- Vertex processing (transformation and shaders - vertices must be submitted twice to the GPU).
- Polygon assembly and clipping.
- Rasterisation (drawing the actual pixels) and per-pixel effects.
So, GPU-wise, rendering in 3D does means doubling the polycount and drawing twice the amount of pixels. If Nintendo had decided on 3D earlier, maybe they could have time to order a custom GPU with a modified geometry pipeline which takes two camera matrices instead of one and does the geometry doubling on the GPU (reusing as much non-view dependent data as possible), so they wouldn't have needed to increase the clock speed so much as they did.
The "3D Mode" option just changes the point of view of the game to over the shoulder, giving more of a dynamic 3D view than the standard side view. Read back in this thread, we've gone over this time and again.crankypants said:Street Fighter IV runs at 60, but only if you set the option in the in-game menu to 3D OFF. Even when you run the stereoscopic 3D and turn it off via the slider, the game still runs at 30.
Quite the contrast to what was thought in the 2011 releases thead. Plus its not just sudoku...thats apparently Shikaku. Seem to be 4 (maybe 5) games, plus there probably 300 puzzles for each (though 10 are tutorial).Bentendo said:
Dreamwriter said:The "3D Mode" option just changes the point of view of the game to over the shoulder, giving more of a dynamic 3D view than the standard side view. Read back in this thread, we've gone over this time and again.
Starwolf_UK said:Quite the contrast to what was thought in the 2011 releases thead. Plus its not just sudoku...thats apparently Shikaku. Seem to be 4 (maybe 5) games, plus there probably 300 puzzles for each (though 10 are tutorial).
Thing is it could well be recycled content from Hudsons (it was Hudson right) Puzzle Series with eye candy on the top screen. Hopefully they have Slitherlink on it...
I can see people being reluctant to buy it full price or retail becuase that market for puzzle games is kind of dead...though it is in package form (you're getting 4 of them).
Oops yeah, I read that wrong. So 15 tracks to start, and possible unlocks?Plinko said:It actually says 30 tracks with 15 of them being "reverse" versions, so 15 tracks total.
A few people here have played the final Japanese version, and taken videos. It runs at 60fps in 3D with the slider all the way.crankypants said:I'm one of the few people in this thread that's actually played the final US version of the game. There are two 3D option switches -- one, over the shoulder. two, turn off the stereoscopic 3D entirely, making the slider useless.
Man, this is all so confusing. o_oDreamwriter said:A few people here have played the final Japanese version, and taken videos. It runs at 60fps in 3D with the slider all the way.
The spines did look like standard DS with the plain text and no artwork, I think I saw a triangle though except I'm sure it was pink or maybe orange, honestly I don't remember it well enough to come to any conclusion so yeah just going to wait and see.Starwolf_UK said:Nintendo seem to crappy with dummy boxes before release as in retailer makes thier own. All the kirby ones I saw were black DVD cases and usually the US boxart with a wrong aspect ratio PEGI 3+ pasted over the ESRB rating.
As for the 3DS cases. The ones I saw in gamesation were probably retail mock ups (forgot to look at back). The spines were like standard DS only with the triangles missing, the game icon was missing too. From the Super Street Fighter 4 boxart NOE showed on Facebook (with the 3D effect so visible spine) the triangle is the wrong way round, there is naff game icon (oddly enough it was M.Bison's face which is different to what we see above) and the game logo instead of spine text.
In short, let's wait 3 weeks. Unless the ones you saw had proper spines like I described.
Dreamwriter said:A few people here have played the final Japanese version, and taken videos. It runs at 60fps in 3D with the slider all the way.
Are you saying they photoshopped those videos or something? That people who bought full retail 3DS's and the full retail games were lying or all mistaken?crankypants said:Enjoy being wrong, then.
European version looked very 60 FPS.crankypants said:Enjoy being wrong, then.
Fernando Rocker said:Two Tribes (the guys who did Toki Tori for WiiWare) wants your opinion for their next 3DS game.
What should we make for 3DS?
We've got our 3DS development kits ready, waiting to be fired up, but what shall we make? Besides Toki Tori that is.
What should we make for 3DS?
The 3DS has just been released in Japan and it seems to be off to a good start, selling 400.000 units on the first day of release. In a few months, a download service will be added for 3DS players to purchase new games from. Since weve gone download-only in recent years, thats probably where our first 3DS games will end up.
When trying to launch a game early in a consoles lifespan, its difficult to predict what its audience will like. This was especially the case with DS and Wii, and we dont expect it to be any easier when it comes to the 3DS. While this uncertainty troubles bigger developers/publishers, it also means there is a lot of room for experimentation. Early adopters will be looking for something great to justify the price of their shiny new hardware and are very open to new experiences. The only thing thats sure at this point is that those early adopters will largely be made out of long-time Nintendo fans.
So my question to you is: What should we make for 3DS?
Link here (Facebook Login).
Dreamwriter said:Are you saying they photoshopped those videos or something? That people who bought full retail 3DS's and the full retail games were lying or all mistaken?
I'll believe my eyes which already saw the videos, and the people who have spent hours with final retail copies of games.crankypants said:Probably more being mistaken than lying. I just got off a whirlwind tour of playing every US launch title for several hours each. I don't like playing the "know it all" game, but I consider myself pretty darn good at the 60 vs. 30 game.
Street Fighter IV definitely has a flashy character selection interface that runs at 60 FPS during stereoscopic 3D, no question. Once in the fight, if stereo 3D is on, the fight is at 30...even if, mid-fight, the slider is turned to OFF.
However, there's a menu option in the main menu that you can turn 3D to OFF. This deactivates the slider (the 3D light goes out), and the fights run at 60 FPS without stereoscopic 3D.
Believe who you want to believe, but hopefully when you actually play the games for yourself, you'll see what I'm talking about.
UncleSporky said:Guys, you're both right. The Japanese version always runs at 60 FPS and the American one runs at 30.
Same impressions than in the March issue.miksar said:http://www.next-gen.biz/features/3ds-hands-on
Edge's impressions of early 3DS games.
Also they kind of suck. "This game plays exactly the way you would expect, and the 3D effect is nice." Copy, paste, post old screenshots, article's done.marc^o^ said:Same impressions than in the March issue.
This is contrary to every report out there from journalists and players.crankypants said:I'm one of the few people in this thread that's actually played the final US version of the game. There are two 3D option switches -- one, over the shoulder. two, turn off the stereoscopic 3D entirely, making the slider useless.
Dreamwriter said:I'll believe my eyes which already saw the videos, and the people who have spent hours with final retail copies of games.
Father_Brain said:Where are the 60fps videos, other than the single direct-feed one Capcom released back in January?
dallow_bg said:This is contrary to every report out there from journalists and players.
I guess I'll have to see when I get it.
This is true. As such I'm not sure how anyone could tell the fps of a game from a youtube video. Didn't we have this same deal with OoT? People thought it was 60fps off some videos only to be dissapointed when they played the game irl.Effect said:Not on Youtube that's for sure. Which is where most of the video we've seen comes from. You can only get 30 fps on there no matter what the original video is I believe.
crankypants said:Probably more being mistaken than lying. I just got off a whirlwind tour of playing every US launch title for several hours each. I don't like playing the "know it all" game, but I consider myself pretty darn good at the 60 vs. 30 game.
Street Fighter IV definitely has a flashy character selection interface that runs at 60 FPS during stereoscopic 3D, no question. Once in the fight, if stereo 3D is on, the fight is at 30...even if, mid-fight, the slider is turned to OFF.
However, there's a menu option in the main menu that you can turn 3D to OFF. This deactivates the slider (the 3D light goes out), and the fights run at 60 FPS without stereoscopic 3D.
Believe who you want to believe, but hopefully when you actually play the games for yourself, you'll see what I'm talking about.
Right, it's possible to tell 60 on a 30 video because it's extremely unlikely that the devices synchronize to the exact same frame rate. You can examine blur/tearing frame by frame and get a pretty good impression of what you're seeing.Father_Brain said:Sometimes, 60fps games do have a sort of telltale motion blur when captured offscreen at 30fps. But I wouldn't pronounce any definitive judgment based on that.
Glix said:I'll eat the crow if/when I have to. But I will believe every other thing I have read about the game, and the videos I have seen
plainr_ said:So the 3D slider isn't so dynamic after all?