11-18-2019, 09:34 AM
Video: Digital Foundry Delivers Its Verdict On Pokémon Sword And Shield
<div><div class="media_block"><a href="http://images.nintendolife.com/25f58369b6169/large.jpg"><img src="http://images.nintendolife.com/25f58369b6169/small.jpg" class="media_thumbnail"></a></div>
<div><img src="http://images.nintendolife.com/25f58369b6169/1280x720.jpg" class="ff-og-image-inserted"></div>
<aside class="object object-youtube">
<div class="youtube"><iframe class='youtube-player' type='text/html' width='900' height='507' src='https://www.youtube.com/embed/czXsJwfjps8?version=3&rel=0&fs=1&autohide=1&showsearch=0&showinfo=0&iv_load_policy=1&hd=1&wmode=transparent' allowfullscreen='true' style='border:0;'></iframe></div>
</aside>
<p>The mainline Pokémon series has <em>finally</em> made the jump to high-definition, so how does it hold up in terms of visuals and performance? The tech experts over the Digital Foundry found <strong><a href="http://www.nintendolife.com/games/nintendo-switch/pokemon_sword_and_shield">Sword and Shield</a></strong> to be a bit of a mixed experience.</p>
<p>The texturing is described as being on “the basic side” – with low-resolution texture mapping and there are various other issues here and there. The most glaring issue in this department, though, is apparently the character pop-in. While the draw distance in the game is generally fine, the characters have a very limited rendering range, meaning they appear out of nowhere at times.</p>
<p>As for the Pokémon designs and animations in Sword and Shield, compared to <strong><a href="http://www.nintendolife.com/games/3ds/pokemon_sun_and_moon">Sun & Moon</a></strong>, the models are “surprisingly” close. The lighting and material work on pocket monsters in the Switch release is also “clearly a step up” according to DF.</p>
<p>On the resolution front, Sword and Shield run at 1980×1080 dynamic resolution in docked mode. More complex areas in the game filled with NPCs and Pokémon will drop the resolution. The lowest figure DF recorded was 1536×864 (just under 900p). In portable mode, the game runs at a dynamic 1280×720 resolution and can go as low as 1024×576 from time to time.</p>
<p>The framerate for most parts in Shield and Sword is locked at 30fps, but the game can drop right down to 20fps during more intensive moments on-screen. Portable play is described as being “much the same” and holds up nicely. The performance on display here is said to be more on par with the previous <strong><a href="http://www.nintendolife.com/games/nintendo-switch/pokemon_lets_go_pikachu_and_lets_go_eevee">Let’s Go</a></strong> entries on Switch, rather than the older 3DS titles.</p>
<p><em>Get the full analysis in the video above and tell us about your own experience with Sword and Shield so far.</em></p>
</div>
https://www.sickgaming.net/blog/2019/11/...nd-shield/
<div><div class="media_block"><a href="http://images.nintendolife.com/25f58369b6169/large.jpg"><img src="http://images.nintendolife.com/25f58369b6169/small.jpg" class="media_thumbnail"></a></div>
<div><img src="http://images.nintendolife.com/25f58369b6169/1280x720.jpg" class="ff-og-image-inserted"></div>
<aside class="object object-youtube">
<div class="youtube"><iframe class='youtube-player' type='text/html' width='900' height='507' src='https://www.youtube.com/embed/czXsJwfjps8?version=3&rel=0&fs=1&autohide=1&showsearch=0&showinfo=0&iv_load_policy=1&hd=1&wmode=transparent' allowfullscreen='true' style='border:0;'></iframe></div>
</aside>
<p>The mainline Pokémon series has <em>finally</em> made the jump to high-definition, so how does it hold up in terms of visuals and performance? The tech experts over the Digital Foundry found <strong><a href="http://www.nintendolife.com/games/nintendo-switch/pokemon_sword_and_shield">Sword and Shield</a></strong> to be a bit of a mixed experience.</p>
<p>The texturing is described as being on “the basic side” – with low-resolution texture mapping and there are various other issues here and there. The most glaring issue in this department, though, is apparently the character pop-in. While the draw distance in the game is generally fine, the characters have a very limited rendering range, meaning they appear out of nowhere at times.</p>
<p>As for the Pokémon designs and animations in Sword and Shield, compared to <strong><a href="http://www.nintendolife.com/games/3ds/pokemon_sun_and_moon">Sun & Moon</a></strong>, the models are “surprisingly” close. The lighting and material work on pocket monsters in the Switch release is also “clearly a step up” according to DF.</p>
<p>On the resolution front, Sword and Shield run at 1980×1080 dynamic resolution in docked mode. More complex areas in the game filled with NPCs and Pokémon will drop the resolution. The lowest figure DF recorded was 1536×864 (just under 900p). In portable mode, the game runs at a dynamic 1280×720 resolution and can go as low as 1024×576 from time to time.</p>
<p>The framerate for most parts in Shield and Sword is locked at 30fps, but the game can drop right down to 20fps during more intensive moments on-screen. Portable play is described as being “much the same” and holds up nicely. The performance on display here is said to be more on par with the previous <strong><a href="http://www.nintendolife.com/games/nintendo-switch/pokemon_lets_go_pikachu_and_lets_go_eevee">Let’s Go</a></strong> entries on Switch, rather than the older 3DS titles.</p>
<p><em>Get the full analysis in the video above and tell us about your own experience with Sword and Shield so far.</em></p>
</div>
https://www.sickgaming.net/blog/2019/11/...nd-shield/