3Dude, can you give me a more indepth analysis of the performance issues in WW HD? I have done some searching, and it seams like a lot of people are reporting framerate drops, such as when you jump with the quick sail on, and when you attack lots of enemies, although I think the slight pause when you land a blow on an enemy is actually intentional. For example, if you do a 360 spin attack with multiple enemies around, you might think the game is stuttering, but I think that its actually part of the gameplay, Nintendo makes each blow felt by slightly pausing every time the attack hits an enemy. That always felt more like a stutter to me than a framerate drop, but some people may be confusing that with a framerate drop, or perhaps I am the one who is incorrect. There is also some speculation that its simply the game engine the Wind Waker runs on, the engine itself simply bottlenecks itself in certain situations, and was never reworked to really take advantage of the Wii U's increased speed. I dont know enough about game engines, but its possible that on the CPU side that it may have required a total rework to get the engine running on all three cores, and there was no way Nintendo was going to devote the resources to do that. Who knows, maybe Nintendo can iron some of these kinks out with a patch, but I kind of doubt it.
Hit pauses are indeed an intentional part of the game. And I think its, in certain areas, being called upon far too often...it may very well be a/the core part of the 'performance issues'.
WWHD is very.... inconsistantly consistant. One large naval battle will cause heavy slowdown where it shouldnt, (No geometry except a tiny building, nothing but open sea, player, and baddies) EVERY TIME... But much larger battles in more complex areas go off without a hitch....
Another problem likely related is windwakers unique animation system.
Wind waker isnt rigged and animated like typical 3d games. Its key framed, but you cant really tween/interpolate it everywhere because for certain animations (like attacks) it swaps out entire model parts in an animated style sequence to emulate a drawn animation style, so it goes from establishing key frames, and then 'tweening' a smooth transition between them, to specifically, uniquely, using individual 'frames' changing entire dimensions and objects into completely different shapes.... like how a cartoon animates. This is why wind waker had to be kept at 30fps. They would have had to hand modeled 30 extra frames, or simply double the existing frames, which would visually break the game in the most jarring manner when switching between standard skeleton rigged keyframed animation and windwakers 'drawn style' animations.
And youll have to experience it yourself because its hard to describe, but the slowdown just doesnt 'feel' like performance slowdown. It feels like the 'hit pause' being spammed on a loop.
It seems more like mistakes in trying to replicate the original windwaker 'feel' than performance problems.
I thought it might be miiverse streaming or something... But its just too dang consistant and replicable.