

GSdx-HW: Added a dedicated fix for Big Mutha Truckers which allows to render the shadows properly.
CRAZY TOAD SMB 2 VIDEO SOFTWARE
GSdx-HW: Implemented Software Sprite Renderer feature which allows to CPU emulate (SSE accelerated) certain sprite draws directly from the HW renderer. GSdx-HW: Improve search/invalidate texture in render target by correctly matching vertex offsetted draws with buffer offsetted reads in the texture cache.
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You do need online to play SSBU online, but you can also play 8 players offline w/ 1 Switch and 1 copy of the game so Nintneod isn't really "pushing" those added costs as much as making them an option for those who like options. Unless Nintnedo really wants us all to pay for online. If SSBU can have 8 players at once surely SSM2 can have 4. Surely the Switch can handle 4 players on 1 screen, it has 1 or 2 of the newer Rayman games which look great and play fast. The argument about needing to spread out does only work for vs levels though, no reason 4 players can't play together co-op on 1 screen like in SM3DW on the Wii U. Maybe 4 would be a stretch w/ some of the bullet heck type levels. I just can't accept that the Switch cant' handle at least 2 player splitscreen for a side-scroller.

I appreciate the reply but I'm putting this down to laziness on Nintnedo's part (I know thats' sacrilege around here but it's the truth of late) or they really want people to buy more Switch, or they really want people to pay for the online. If the Switch can't handle 2-player splitscreen for a side-scrolling 2D platformer they probably shouldn't have made it. If they cant' do 4 player splitscreen surely the Switch can handle 2 player splitscreen. The screen on the Switch for 1 player is about 5" x 3" so I think we'd be able to see just fine.Īs for performance, it's a 2D platformer w/ Nintnedo graphics, it's not God of War. Divide that by 4 and each screen for each player would be about 24" x 14". If that was the case the divide in experience might explains why it'd be enforced even for the less "demanding" styles of the 8-16bits era games.Įither ways I guess we'll only have more details later. With supporting "3D heavier" 3D World style, I wonder if there might be hurdles at 4 players splitscreens having to run and render 4 cameras at once instead of just the one of the more traditional "single screen coop" seen in the more recent coop Mario games of previous gens(wii and wii U). and the differences might not have been as noticeable in previous games if they -all- run under 30FPS at the time). It's something that's kind of always bugged me to be honest when trying to have four players races with friends and didn't feel so notable in previous games(then again I suspect it might be because 3-4 players races of the newer games runs at 30FPS instead of the 60FPS of lesser player counts. While 2 players splitscreen gives performances equivalent to single player, four players Mario Kart feels like framerate receive a noticeable drop or notable difference in how it handle things where motion isn't as fluid when running 3-4 players instead of just 1-2. Granted with the size of TVs this is less of an issue these days but then again it depend how widespread the larger ones truly are.Īlso I feel that performance wise the last Mario Karts have been kind of stretching what's possible under splitscreen. Mario karts the characters are moderately large in comparison and the race track itself generally is wide enough you always have an idea what you're doing without needing to squint too much.
