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IronFall - debut footage


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16 total comments (View all)
No Avatar
03 Nov 2013 15:03

It's nice to finally see something of this genre on the 3DS and I commend VD Dev for their technical efforts
User avatar
03 Nov 2013 15:11

I'm pretty impressed by the tech they have going here, and even more impressive that it's able to keep a smooth 60 FPS. I know the 3DS is supposed to be greater than or equal to the Gamecube or Xbox in terms of power, but on occasion with things like this I get the feeling you could probably get something like an Xbox 360 launch title working on the platform with the right techniques (I remember High Voltage had a tech demo of Conduit 2 running perfectly fine on the 3DS years ago, and I really want to say a certain developer confirmed that maybe you can get Unreal Engine 2.5 or 3 working on it [UE2.5 powered games like BioShock 1 and 2])
No Avatar
03 Nov 2013 15:51

to see the 60fps , go to the IronFall website
http://www.vd-dev.com/News/IronFall_Tec ... itrate.zip
it's so pretty

although to be fair, i think in the modern style, people are not giving urban trial freestyle a fair shot, for 5-7 bucks it's quite the looker . No game does as much as that demo, that's for sure.

Anyway

"Dear vd dev,
i know you're a two now three person team (or trio), but just take that engine and use it to make a wii u shooter on the eshop. No online needed, just local splitscreen glorious 4p 30fps, make it 4 - 5 maps for the horde mode AND add wiimote pointer aiming. Ironsight not needed please.
Please, i can't play anymore of conduit 2 three maps horde mode. We play it every time we're together, at 3p splitscreen the max enemies count is 500 and the snow map will have a bug that makes it impossible to finish, because at one point yes it does end.

oh yeah ironfall is already bought . I'm going to play it in 3d like all my games.

thanks "
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Anonymous
03 Nov 2013 15:52

It looks good but looks don't equal a good game. Hopefully it turns out good, if so I may get it.
User avatar
03 Nov 2013 16:11

Damn, that looks awesome! Can't wait to see the gameplay demo.
User avatar
03 Nov 2013 17:43

@Eternal Rain

I think the specs behind the 3DS are kind of a mix/grab bag of different generations that makes it hard to pin down.

It's got graphical shaders and dynamic lighting support that are similar to the same kind the 360 has, but the cpu, gpu, and RAM behind it are bottlenecked and more similar to the PSP and a low end PS2 than the GC/Xbox and faaaar from the 360/PS3.

Essential you end up with a something capable of PSP/PS2 quality models and frameworks with near 360-level shaders/lighting, which actually kind of matches up with the first footage of this game.

That Conduit 2 proof of concept video certainly was impressive, but despite the impressive lightning the Conduit 2 was still pretty far away from even Perfect Dark Zero or Call of Duty 2.
User avatar
03 Nov 2013 18:24

Does this work with Circle Pad Pro? I prefer shooters with two sticks.
User avatar
03 Nov 2013 20:32

Very impressive. I like seeing so many NPCs on screen at once, and I feel like I can't remember seeing any sort of physics at work in Capcom's own MT Frameworks for 3DS (RE: Mercenaries, RE: Revelations, MH3/Ultimate) so it could lead to some cool set pieces. Now, we won't necessarily see as many enemies at once since AI takes up some computational power.

I'd like a little more color/variety, but it's not bothersome as is.

@OmnipotentSwine

Yep. It's mentioned right in the video, for your convenience.
User avatar
03 Nov 2013 23:45

@ninjablaze
The 3DS has to render twice so I'm not sure what the true power is. If it's able to output Mario Kart 7 at 60FPS in 3D, I wonder how far it could be pushed with 2D only.
User avatar
04 Nov 2013 02:22

Wizards, man. GODDAMN WIZARDS!
User avatar
04 Nov 2013 03:40

Looks impressive. Not really my type of game. Who knows though, might try it.
User avatar
04 Nov 2013 04:22

internet wrote:
"Dear vd dev,
i know you're a two now three person team (or trio), but just take that engine and use it to make a wii u shooter on the eshop. No online needed, just local splitscreen glorious 4p 30fps, make it 4 - 5 maps for the horde mode AND add wiimote pointer aiming. Ironsight not needed please.
Please, i can't play anymore of conduit 2 three maps horde mode. We play it every time we're together, at 3p splitscreen the max enemies count is 500 and the snow map will have a bug that makes it impossible to finish, because at one point yes it does end.

oh yeah ironfall is already bought . I'm going to play it in 3d like all my games.

thanks "



Not to burst your bubble or anything... but this engine was written in 100% assembly language ... which means basically all the code isn't just custom code... it's chipset architecture specific... meaning... it's not in c++ or javascript or any other language... it is written in the exact code that the 3DS's hardware is designed for... so whatever the 3DS's CPU code is (based on arm11 MPCore architecture) thats what it is written in, and I'm guessing the same for the Pica200 GPU scripting as well... wich means... it only runs on 3DS hardware...

HOWEVER!!!!!! ... WOULDN'T IT BE AWESOME IF THEY DID THE SAME THING FOR THE WII U? i wonder what performance increases we could see from a tailor made engine for Wii U... Multi gamepad rendering at 60FPS? visuals on par with PS4? at the same resoultions? MAN... Now you've got me all giddy
User avatar
04 Nov 2013 06:38

Very impressive.

But the shaders could be more dramatic. Even though this is amazing technical tour de force, the shaders in RE Revelations makes it look even better in my eyes.

But I cannot wait to see this in 3DS, it makes everything look 3D times better.

I also would love to get gyro aiming option. Touch screen aiming is great too, and I have saved my thumbstrap for an occasion like this.
User avatar
04 Nov 2013 07:06

@MaggotCakes

"Multi gamepad rendering at 60FPS?"

Not sure if this is what you mean, but the reason Wii U was not initially intended to support more than one gamepad, and the reason that the limit is now two, at a maximum 30 fps, is because that's all the wireless protocol can handle. The antennae that wirelessly sends the video to the Gamepad just isn't built to output more information than that.

It would take additional hardware (additional antennae) to increase the data output and support more devices like the Gamepad.
User avatar
04 Nov 2013 08:05

Very impressive tech for the 3DS, but this is not something I would enjoy playing on a handheld. I wish this was for WIi U.
User avatar
04 Nov 2013 22:40

WesFX wrote:@MaggotCakes

"Multi gamepad rendering at 60FPS?"

Not sure if this is what you mean, but the reason Wii U was not initially intended to support more than one gamepad, and the reason that the limit is now two, at a maximum 30 fps, is because that's all the wireless protocol can handle. The antennae that wirelessly sends the video to the Gamepad just isn't built to output more information than that.

It would take additional hardware (additional antennae) to increase the data output and support more devices like the Gamepad.



Oh yeah I forgot about that... perhaps some USB dongle with more Wifi chips could be used... Even still without multiple gamepads i'm sure if a similar technique was used on Wii U we could see some serious improvements! I wonder if anyone will take the time

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