Here’s a Full Technical Analysis of Super Mario Odyssey By Digital Foundry

 

Let’s break down all the important details:

  • animations up close run at 60fps, then drop to 30 as you get further away, and eventually 20 when you’re even further away. This happens regardless of if there is a lot of things going on on screen or not.
  • Distant characters in New Donk City are rendered as 2D sprites
  • In docked mode the game uses a dynamic resolution scaler. Varies from 1600×900 to 1440×810 to 1280×720.
  • Shadow quality is great up close, but you can zoom out and see some artifacting
  • Portable mode presents a full 720p image when you stand still.
  • When moving in portable mode, it appears to put two 640x720p images together. The world can appear as 720p, but Mario himself will be lower resolution.
  • Softer, less defined shadows in portable mode.
  • Portable and docked, the game runs at a smooth 60fps most of the time. There are dips in certain areas, with New Donk City being the worst culrpit
  • Technically, portable mode is more stable, but likely due to the resolution cuts that enable the platform to render things faster
  • Wait time on load screens is around 5 seconds

Nathanial Rumphol-Janc

A veteran in the video game media sphere, Nathanial co-founded Gamnesia, founded MetroidWiki.org, ran the news the segment on the Zelda Universe Podcast, found and ran Zelda Domain from 1998 to 2006, and built Zelda Informer as the Editor-in-Chief from 2008 to 2017. He now owns and operates Nintendo Prime. You can follow him on twitter @NateJanc, otherwise just stay tuned at Nintendo Prime for more of his work.