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Tellingly, this is also a 90 per cent scaling on both X and Y axes, just like the handheld scaling implementation. However, further investigation confirms that the same scaling tech is utilised when Zelda is docked as well, with a native pixel-count of 1440x810 at stress points, dropping down from its usual 1600x900. On the face of it, the utilisation of a dynamic framebuffer may explain how the portable mode runs more smoothly.
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Any system with an internal screenshot dumping mechanism negates the need for a capture solution to get the job done - though working from video is a lot easier in terms of shot selection, particularly on a game using dynamic resolution. Those interested in doing the maths themselves on this or any other title can get a primer by watching our video guide to pixel-counting. Our very own Tom Morgan put together a slightly comedic pixel-counting screenshot based on the handheld output, showing how we use the ratio of rendered pixels vs the native framebuffer to figure out rendering resolution. This represents 81 per cent of native 720p in total.
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Getting a firm lock on this is challenging owing to the fact that right now, we can't grab direct feed video from the Switch in handheld mode, but based on screenshot dumps, we're pretty confident that when the game hits system limits, resolution drops to 90 per cent on both axes - so the portable mode dips to 1152圆48.
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Our results lead to different conclusions, however.įirst up, let's talk metrics. It's an aspect of the game we didn't pick up on previously, but eagle-eyed users have spotted a drop in pixel-count in challenging areas, with some suggesting that this is the reason why Zelda in portable mode runs more smoothly than the docked configuration. The Legend of Zelda: Breath of the Wild uses dynamic resolution scaling in order to help maintain its target 30fps frame-rate, to varying degrees of success.
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