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News - Video: Digital Foundry Delivers Its Verdict On Animal Crossing: New Horizons

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Video: Digital Foundry Delivers Its Verdict On Animal Crossing: New Horizons

<div><div class="media_block"><a href="http://images.nintendolife.com/48a5db951397a/large.jpg"><img src="http://images.nintendolife.com/48a5db951397a/small.jpg" class="media_thumbnail"></a></div>
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<div class="youtube"><iframe class="resize" width="900" height="507" src="https://www.youtube.com/embed/Iw5epbkgSQM?rel=0&amp;hd=1&amp;showinfo=0&amp;modestbranding=0&amp;autohide=1" type="text/html" frameborder="0" allowfullscreen>[embedded content]</iframe></div>
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<p>Ever wondered what’s under the hood of <strong><a href="http://www.nintendolife.com/games/nintendo-switch/animal_crossing_new_horizons">Animal Crossing: New Horizons</a></strong> on Nintendo Switch? Probably not, given the type of game it is, but that hasn’t stopped Digital Foundry from taking a look. To cut to the chase, the game renders at 1920 x 1080 in docked and 1280 x 720 while in portable. Anti-aliasing is “practically absent” from this new entry, so expect a few jaggies.</p>
<p>The frame rate is probably the most interesting detail. New Horizons runs at 30fps regardless of whether it’s in docked or portable mode. While there are few minor blips, it’s a relatively smooth experience. In this department, it’s outdone by its console predecessors. The GameCube version of <strong><a href="http://www.nintendolife.com/games/gamecube/animal_crossing">Animal Crossing</a></strong> and <strong><a href="http://www.nintendolife.com/games/wii/animal_crossing_city_folk">Animal Crossing: City Folk</a></strong> on the Wii both ran at 60fps. The frame rate cut is tied to the visual upheaval, which Digital Foundry considers to be a worthy sacrifice.</p>
<p>The game is believed to be running on the same in-house EAD engine as titles like <strong><a href="http://www.nintendolife.com/games/nintendo-switch/arms">ARMS</a></strong>, <strong><a href="http://www.nintendolife.com/games/nintendo-switch/splatoon_2">Splatoon 2</a></strong> and <strong><a href="http://www.nintendolife.com/games/nintendo-switch/super_mario_maker_2">Super Mario Maker 2</a></strong>. As a result, it’s quite feasible that it’s making use of the same rendering technologies for lighting, shaders, and materials. <a class="external" href="https://en.wikipedia.org/wiki/Havok_(software)">Havok Physics</a> have also likely been used, but appear to be put to minimal use in the game. There are also other effects like bloom and ambient occlusion, and pop-in issues seem to be a thing of the past.</p>
<p><em>Those are just some of the highlights, check out the video above for the full rundown.</em></p>
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https://www.sickgaming.net/blog/2020/03/...-horizons/
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