There are so many things being tracked all the time in the game for puzzles and the power arm. Yet despites literally tracking sunshadows for some puzzle completion for example it runs almost smoothly with (in my 170h) no crashes. On a 6 yo portable console??

Botw was already impressive but I could grasp it with the shaders and also there weren’t that much physics puzzle. Objects were more static, there wasn’t the two other maps, enemy diversity was limited, same for weapons. There was less of everything overall but I thought it was the limit of the console and the possible engineering around it.

Is there any resources on how they managed to pull this off? White papers, behind the scenes, charts, …?

  • Dudewitbow@lemmy.zip
    link
    fedilink
    arrow-up
    4
    ·
    edit-2
    9 months ago

    youre kinda sideskirting the fact that the open world was only doable, not because of nintendo ERD, but because of Monolith Soft, who had far more experience developing open worlds and pushing a system to its limits than all other internal development studios.

    hell on release, Xenoblade Chronicles X was essentially the largest console open world, and gave an optional 20 gigabyte download in order to speed up game loading assets. in a game where its only loading screen was teleporting, going into barracks, or a cutscene.