First technical analysis of Zelda Tears of the Kingdom with resolution, graphics and performance data. Does it look better than Breath of the Wild?
We’ve been inundated with first impressions of the new Zelda, and in addition to getting to see tons of Tears of the Kingdom gameplay, we’ve been able to learn more about how the game looks and moves. we already have the first technical analysis of Zelda Tears of the Kingdom with details about your resolution, graphics and performance.
has facilitated them Nintendo World Report in a video made in collaboration with Good Vibes Gaming. As indicated, and as can be seen with the naked eye, the sequel to Breath of the Wild uses the same engine as 2017 gamebut with modifications and improvements to accommodate the new mechanics and a much larger map.
So, for starters, these are the resolution and performance (fps) data of The Legend of Zelda Tears of the Kingdom on Nintendo Switch, taken from the media-tested demo:
TV mode – 1600 x 900 pixels at 30 frames per second
Portable mode – To be confirmed.
By comparison, these are the resolution and performance data (fps) from The Legend of Zelda Breath of the Wild on Nintendo Switch:
TV mode – 1600 x 900 pixels at 30 frames per second (dynamic resolution).
Portable mode – 1280 x 720 pixels at 30 frames per second (dynamic resolution).
Are you dying to return to Hyrule? Well, enjoy this ton of Zelda Tears of the Kingdom gameplay videos.
Have the graphics of Zelda Tears of the Kingdom improved compared to Breath of the Wild?
The first thing that Nintendo World Report highlights in its video is that, in the footage captured from Zelda Tears of the Kingdom, no trace of dynamic resolution. Breath of the Wild used this resource, but on rare occasions, so it is too soon to say that the sequel does not use it.
On the other hand, there are no signs of Tears of the Kingdom using resources like el antialiasing to hide the pixels in the image, although it also takes advantage of the ambient occlusion as BOTW to achieve a more immersive lighting with objects and elements of the environment. In addition to a system of fully dynamic shadows with a resolution that appears to be equal or slightly higher to the previous game
The fire effects, combined with the physics of the explosion and enemies, seem to be the only thing capable of moving the fps rate.
Regarding performance, the goal is 30 frames per second, which are maintained most of the time. The only exceptions where falls are noted are when use the Combination about certain elements or when there are big explosions on screen. In these cases, the drop in frames is punctual and aims to be a consequence of work with alpha effects of transparencies, particles y physics calculations (in case of explosions with several enemies).
Finally, the draw distance is considerably greater than that of Breath of the Wild, something necessary since Tears of the Kingdom is also played in the sky (with an also improved cloud system, although they are not volumetric, but well-constructed and distributed textures to appear volume). In fact, one last important point in this regard is that the transition when falling from the Celestial Isles to the floor of Hyruleand vice versa, seems to be totally fluent, with no frame-per-second drops. Something important given the amount of elements that have to be loaded and drawn in seconds.
What do you think? The first technical analysis of Zelda Tears of the Kingdom suggests that Nintendo’s priority has been to improve performance for encompass a larger and more complex world than Breath of the Wild without compromising the experience, but also without giving up the great style of the first game.
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