Rendering: Zelda Switch Style

Hi there,
Just checking out the lovely, Zelda: Breath of the Wild. If you don’t know the scope of it yet, its seems a massive open world game really dwarfing (it seems), anything in GTA in scale.

What I am wondering is, the first level is out in the open of Hyrule, specifically what strikes me is that there is such detail and so many items of detail in the world. Castles and mountains in the background at some point can be reached. When you do, there is not scene change, it is seamless.

What I am wondering is, are items that are far away in distance not the item you would see when close up? In other words, does the engine load a more detailed mountain, or castle the closer you get to it? Then unload it as you move away? Or are the gen consoles so powerful all can be loaded at once?

Yes. It’s smoke and mirrors like always.

The Nintendo Switch is running a mobile chipset. It’s an NVIDIA Tegra X1 according to Ars Technica with 4GB RAM.

https://arstechnica.com/gaming/2016/12/nintendo-switch-nvidia-tegra-x1-specs-speed/

4 Likes

Yes, absolutely. For example, on your screenshot grass seem to disappear at certain distance from the camera.

1 Like

Also, having played the Wii U version, where there’s a bit more geometry pop-in compared to the Switch version, it’s pretty easy to see the LOD in effect.

1 Like
2 Likes

Digital Foundry created a few videos where they talk about the tech a little and how the game compares on different platforms. I found it interesting to watch.

Digital Foundry - Zelda: Breath of the Wild

3 Likes