Eurogamer zelda breath of the wild: Zelda: Breath of the Wild walkthrough — Guide and tips for completing the main quests

Zelda: Breath of the Wild walkthrough — Guide and tips for completing the main quests

Zelda: Breath of the Wild is the Wii U’s swansong and the Switch’s key launch game, making it Nintendo’s most important game in years. It’s also rather different, with a more open and free roaming structure and far less handholding, but still tons of side-activities and hidden things to find.

Our Zelda: Breath of the Wild walkthrough will soon provide a complete step-by-step guide to completing the main quest as well as the many things you can do on the side.

This Zelda: Breath of the Wild guide page, meanwhile, provides various tips and tricks to surviving the game’s huge expansive world, from cooking to combat and upgrading Link’s arsenal and abilities.

Zelda: Breath of the Wild — Switch vs Wii U Comparison + Frame Rate Test

Zelda: Breath of the Wild walkthrough

Zelda: Breath of the Wild’s structure is a little different to most Zelda games. There’s no lengthy tutorial, and within minutes you’re off exploring, raiding camps and foraging for ingredients.

There is a starting area — the Great Plateau — and from there, you’re free to explore the wider world and tackle the game’s main objectives as you see fit — or ignore them entirely.

Don’t expect traditional dungeons with keys and locked doors or hidden Heart Containers either, instead tasking you with visiting key areas and completing dozens of Shrines — which you get a taste of early in the game — for new Spirit Orbs to trade for permanent upgrades and other abilities.

Great Plateau

  • Zelda: Breath of the Wild — Great Plateau starting area, Follow the Shiekah Slate
  • Zelda: Breath of the Wild — Oman Au Shrine and Magnesis Trial solution
  • Zelda: Breath of the Wild — Keh Nanut Shrine, Cryonis Trial, River of the Dead
  • Zelda: Breath of the Wild — Ja Baij Shrine location and Bomb Trial solution
  • Zelda: Breath of the Wild — Owa Daim Shrine and Statis Trial solution
  • Zelda: Breath of the Wild — Completing The Isolated Plateau quest, The Temple of Time

Dueling Peaks and Hateno

  • Zelda: Breath of the Wild — Seek Out Impa, how to get to Kakariko Village
  • Zelda: Breath of the Wild — Locked Mementos, how to get to Hateno Village
  • Zelda: Breath of the Wild — Captured Memories locations for every Captured Memory

Water Devine Beast Vah Ruta and Zora’s Domain

  • Zelda: Breath of the Wild — Reach Zora’s Domain from Inogo Bridge
  • Zelda: Breath of the Wild — Facing a Lynel, get shock arrows by visiting Ploymus Mountain
  • Zelda: Breath of the Wild — Vah Ruta dungeon, terminal locations
  • Zelda: Breath of the Wild — Waterblight Ganon boss fight strategy

Fire Devine Beast Vah Rudiana and Death Mountain

  • Zelda: Breath of the Wild — Death Mountain and Goron City, how to get fire resistance
  • Zelda: Breath of the Wild — Abandoned North Mine, use cannons to rescue Yubono
  • Zelda: Breath of the Wild — How to avoid sentries and get to each marker before boarding
  • Zelda: Breath of the Wild — Vah Rudiana dungeon, all terminal solutions explained
  • Zelda: Breath of the Wild — Fireblight Ganon boss fight strategy

Flying Devine Beast Vah Medoh and Rito Village

  • Zelda: Breath of the Wild — Rito Village, find Teba at the Flight Range
  • Zelda: Breath of the Wild — Vah Medoh dungeon, all terminal solutions
  • Zelda: Breath of the Wild — Windblight Ganon boss fight strategy

Desert Devine Beast Vah Naboris and Gerudo Town

  • Zelda: Breath of the Wild — Gerudo Town, Forbidden City Entry, getting heat resistance
  • Zelda: Breath of the Wild — Yiga Valley Hideout in Karusa Valley, Master Kohga
  • Zelda: Breath of the Wild — Vah Naboris dungeon, all terminal solutions
  • Zelda: Breath of the Wild — Thunderblight Ganon boss fight strategy

Final preparations:

  • Zelda: Breath of the Wild — Lost Woods route directions to reach Korok Forest
  • Zelda: Breath of the Wild — Master Sword location and how to complete The Hero’s Sword
  • Zelda: Breath of the Wild — Destroy Ganon, how to beat final boss Calamity Ganon

More Zelda: Breath of the Wild guides

Like any open world worth its salt, there’s much more to see and do beyond the main story. ..

Completion and upgrades:

  • Zelda: Breath of the Wild — Shrine locations, Shrine maps
  • Zelda: Breath of the Wild — Captured Memories locations for every Recovered Memory
  • Zelda: Breath of the Wild — Great Fairy Fountain locations and how to upgrade armour
  • Zelda: Breath of the Wild — How to get easy Rupees, quick Rupee farming spots
  • Zelda: Breath of the Wild — Hylian Shield location for the best shield in the game
  • Zelda: Breath of the Wild best armour — Ancient Armour from Robbies Research

Survival and exploration:

  • Zelda: Breath of the Wild — Cooking explained, ingredients list and bonus effects
  • Zelda: Breath of the Wild — Cold resistance with Warm Doublet, Spicy Pepper
  • Zelda: Breath of the Wild — Fire resistance before reaching Death Mountain
  • Zelda: Breath of the Wild — Heat resistance before reaching Gerudo Town
  • Zelda: Breath of the Wild — Tame horses, how to use stables and get Epona
  • Zelda Labyrinth solutions: South Loemi, North Lomei and Loemi Labyrinth Island

Enemies and monsters:

  • Zelda: Breath of the Wild Guardians — How to get easy Ancient materials
  • Zelda: Breath of the Wild — How to beat Stone Talus for easy Ruby, Flint, Amber and Opal
  • Zelda Dragon locations and farming: Where to find Farosh, Dinrall and Naydra
  • Zelda: Breath of the Wild Test of Strength locations and tips

DLC:

  • Zelda: Breath of the Wild DLC 1 guide: The Master Trials explained, gear locations
  • Zelda DLC 1 Treasure locations — Tingle, Majora’s Mask, Phantom, Midna outfit locations
  • Zelda DLC 1 — Travel Medallion location and the EX Teleportation Rumors quest explained
  • Zelda DLC 1 — Korok Mask location and the EX Strange Mask Rumours quest explained
  • Zelda Breath of the Wild DLC 2 guide: EX Champions’ Ballad, Divine Beast Tamer’s Trial
  • Zelda — Master Cycle Zero best fuel explained and how to summon the Zelda bike
  • Zelda — EX Treasure: Merchant Hood, Garb Of The Winds, Usurper King, Dark Armor
  • Zelda — EX Royal Guard Rumors
  • Zelda — EX Ancient Horse Rumors
  • Zelda Breath of the Wild Xenoblade Chronicles quest

Zelda: Breath of the Wild tips to tackling open-world Hyrule

Learn the nuances of combat and exploration

Breath of the Wild takes inspiration from other more open adventures — whether it’s Skyrim, Witcher 3, Far Cry or Monster Hunter — than previous Zelda games, and as such, there’s a lots to learn and master.

Combat tips:

  • Whenever possible use stealth in combat so you can get some free attacks in. Crouching immediately makes you harder to spot, while using cover and long grass will help you further. For low-level enemies, you can perform an instant-kill ‘sneak strike’ if you manage to stealth your way behind them without getting spotted.
  • Aim for the head (or coloured weak points) to incur double the damage for an attack. Using the bow from afar while you haven’t been spotted will make this so much easier.
  • Jumping and falling will give you an edge in combat; pressing attack while dropping will see you slam your weapon into the ground, while drawing your bow will slow down time so you can aim with greater accuracy.
  • Weapons will degrade and break regularly, so pick up as many spare clubs, bows and monster limbs (!) as you can so you always have something to fight with. The last hit when a weapon breaks will also deal bonus damage.
  • While you can fight pretty much anything at any time, pick your battles. If you feel like your armour and weaponry isn’t up to the task, retreat and come at it later. Or, use cooking to buff your stats temporarily.
  • Clearing out Bokoblin camps will give you consumables, weapons and Rupees, but killing every enemy will unlock a nearby chest with a more valuable item. A useful one in Great Plateau starting area is Fire Arrows from the camp just east of the Temple of Time (the one with the giant skull).
  • Enemies will ‘level up’ after you kill a certain amount of them, which you can prevent by avoiding combat altogether. However, some areas will always have weaker / stronger enemies, and by not levelling them up, you miss out on the more powerful loot they drop.
  • You can consume food to restore health and swap weapons at any time in battle, as accessing menus pauses the game, meaning you don’t have to retreat from a tight spot to get back into the fight.

Once you get the Paraglider, you can assault camps from the air if you like.

Exploration tips:

  • Inventory management is important, so be sure to cycle out things you definitely don’t need or can’t sell there and then. If you can’t pick up something — whether from the ground or the chest — it’ll remain until you leave the area.
  • You can pass time by sitting at lit campfires until the following morning, noon or night. Certain enemies, plants and activities only happen at certain times of day, so use this to your advantage.
  • Smash crates with heavier melee weapons for weapons and items. Avoid bombs, which send their contents flying.
  • There is a stamina bar when you sprint, climb and swim, and when it depletes fully, expect to run out of air, fall to your doom or drown. When the bar goes red while climbing, jumping will give you one last massive boost, which you can use to your advantage to make it to your destination just in time.
  • You can climb almost anything — whether it’s trees for apples, buildings for vantage points or cliffs for new pastures — so don’t feel like a steep incline is a barrier to exploring.
  • With Zelda: Breath of the Wild being an open world game, climbing towers is the way you flesh out your map when visiting new areas. You’ll see them from a fair distance away, but can also be easily obscured by mountains from other angles, so add them as custom waypoints to you map when you’re close and activate them whenever you can.

Get your chef’s hat on

Cooking is one of the key skills you need to learn in Zelda: Breath of the Wild. You’ll find all kinds of ingredients as you explore, and while they can be consumed there and then for health, it’s by cooking them that will increase their potency.

We’ve explained it in far greater depth over in our Breath of the Wild cooking and ingredients how-to, but to start cooking, find a pot over some food and set it ablaze with a torch and nearby fire, then get experimental. Some general rules the game teaches you are:

  • Toss in anything edible and you’ll make something Link can consume
  • The more ingredients means more health recovery
  • Mixing heartier ingredients like fish and meat with grains and vegetables is a good idea
  • Spices and herbs help, while certain ingredients have certain effects, like health and stamina boosts, or warming you up
  • Bugs and lizards can make elixirs and other unusual items, but aren’t great for food

It’s a useful skill to learn that extends the strength of your ingredients, and in some cases — such as early on when you need Cold Resistance — it can be almost essential. Collect everything you can and play around with what you have.

Use your Zelda amiibo to unlock bonus features and items

If you’ve been collecting Legend of Zelda amiibo over the past couple of years — whether it’s those released as part of Super Smash Bros, Twilight Princess HD on Wii U, or the recent 20th anniversary and Breath of the Wild sets — then you’ll have access to a number of bonus features and items.

Watch on YouTube

The older Zelda amiibo will drop items from the sky, including barrels, fish and ingredients, while the Breath of the Wild amiibo set will offer early access to powerful in game items.

Finally, the Smash Bros Link will give you Epona, and scanning Wolf Link will add the Twilight Princess character as a companion, both of which you can watch in the above video.

The Legend of Zelda: Breath of the Wild review

Switch’s debut and Wii U’s demise are marked by a radical reinvention of The Legend of Zelda that will go down as an all-time great.

Here’s an unusual admission for a reviewer to make. I haven’t finished The Legend of Zelda: Breath of the Wild. I’ve yet to uncover swathes of its vast map. Much remains for me to do and discover, and my game is still rife with rumour, mystery and surprise. This is partly because my life is no longer compatible with monstering a giant open-world game in a week, even when it’s work. But it’s also because of the kind of game that Breath of the Wild is.

The reason I feel comfortable telling you this is that this isn’t a game that any one player can just know. You can map it out, sure — spend weeks or months enumerating all its components and secrets. But the game’s magic resides in its combination of sheer size with sheer openness, with apparently freewheeling yet meticulously interlocked systems, and with a scarcely credible level of detail and craft in its making. When a game world like this meets players, alchemy happens. My meandering and half-complete run, full of digressions and doubling back, feels as meaningful as the game of a completist, or of a player who skipped the main quest to take a run straight at the end boss with armour and weapons scavenged from the map’s darkest corners, or a player who chose to ignore the storyline altogether in favour of unlocking the mysteries of Hyrule’s most elusive Shrines, or of a player who simply headed north to see what lay there. Rarely has a game been so tempting to restart while you were still playing it.

Our hero Link awakes on a high plateau in the middle of Hyrule’s rugged vastness. Sheer cliffs drop off all around, which conveniently confines us here until we’ve learned the ropes and earned the paraglider that will guide us safely down to the world below. But those cliffs are also there to give us an unhindered and honestly breathtaking view over the world we’re about to explore, from cursed castle to hazy wetland, boiling volcano to parched desert. Amid the misty watercolour washes of this fantasy landscape, you can pick out the sharp glow and alien forms of ancient Sheikah technology: towers that fill in the map, and Shrines that house combat tests and physics puzzles. It’s an incredibly promising view, and not a misleading one. Nintendo’s first open world is up there with Azeroth and San Andreas as one of the greatest game worlds ever created.

Link, it turns out, has been asleep for 100 years, having failed with Zelda to defeat the apocalyptic evil known as Calamity Ganon. Ganon is contained at Hyrule Castle — as is Zelda — but it’s up to Link to take a second stab at him. If he wants help, he must journey to the four corners of Hyrule to rehabilitate the Divine Beasts, giant mechanical creatures originally created to defeat Ganon that have now run amok. This is what you would consider the meat of a regular Zelda game — yet, while strongly advised, it’s entirely optional.

On your travels you will meet the charming and familiar tribes of Hyrule: the aquatic Zora and avian Rito, the tubby rock-munching Gorons and the fierce Gerudo matriarchy which excludes all men from its desert city. The Korok — cute, rattling woodland sprites that first appeared in The Wind Waker — are here too, and they are vital to the tapestry of Breath of the Wild. But you won’t be guided to their well-hidden homeland by any quest marker; you’ll have to follow rumours and suggestions to find it and know its importance. That is as good an example as any of the remarkable confidence Nintendo’s developers have in their world to draw players in, and the trust they have in those players to explore it freely and inquisitively. Few games in this waypoint-infested genre have that courage.

Visually, Breath of the Wild finds a perfect balance between expressive cartooning and epic lyricism, rendered in rich, painterly colours.

You’ll also learn about the Sheikah tablet you’re carrying, a sort of fantasy iPad that summons bombs and ice blocks, and commands the forces of inertia and magnetism. Although you can upgrade it, its core abilities are all unlocked by the time you leave the starter area. Gear-gating — using the acquisition of new items to manage the player’s progress through the game — is one of many 30-year Zelda traditions that Breath of the Wild bravely discards, in favour of giving you pretty much all the tools early on and sending you off to find your own path. Bombs aside, the power-ups you get aren’t the ones you’re expecting, and they upgrade in unpredictable ways, branching off in new directions rather than simply getting stronger.

You’ll also learn more about what happened 100 years ago (Link is an amnesiac, of course) in a series of cutscenes. If Breath of the Wild has one weakness, it’s as a story. The grand events of the past seem remote from the teeming world around you, not to mention rather hackneyed, while the English voice acting — sparingly used, thankfully — is stiff and cheesy. Unlike such soulful adventures as Ocarina of Time and Majora’s Mask, Breath of the Wild isn’t unduly interested in ordinary people and their stories, and it musters neither the poignant little vignettes nor the strong emotional tenor of those games. It doesn’t have the memorable characters and simple, pure narrative purpose of The Wind Waker, either. It’s a shame — but it doesn’t need these things.

Arguably, a stronger storyline wouldn’t have been compatible with Nintendo’s decision to grant the player so much freedom. You really don’t get this level of openness anywhere else this side of a Bethesda role-playing game. (The Elder Scrolls 5: Skyrim is an obvious inspiration.) You can do whatever you like, and go wherever you feel, greatly assisted by Link’s ability to climb almost any surface. This is a game that wholly rejects artificial barriers. The further away you get from the centre, the stronger monsters are, but there’s no grind to meet their level and the means to match them can be found just through exploring. Breath of the Wild also rewards your curiosity with constant and dazzling inventiveness. It’s dumbfounding that such a vast space should be so packed with things to find, observe and do.

You find and tame horses out in the wild: their varying stats and temperaments, and the way they respond to controls, give them strong personalities.

The designers are squarely focused on keeping you out in this world, and for Zelda traditionalists, that means one major and potentially painful casualty: dungeons. There isn’t anything you would describe as a classic Zelda dungeon here, no huge and devious labyrinth of locks and keys, boss fights and puzzles. The gameplay survives in the Shrines, which house the cleverest puzzles in chambers tinged with Portal’s austere lab aesthetic, and out in the world, where boss monsters roam and elaborate combat gauntlets await. The Divine Beasts are relatively compact but extremely intricate and rewarding challenges that are probably the closest thing to a dungeon per se. Some Shrines take much longer to complete than others, and are introduced by involved and mysterious quest lines.

Underpinning the whole game is an extremely strong and multifaceted suite of linked systems, including weather, stealth, cooking, and a fantastically fun and convincing physics simulation. (Even item drops from enemies are fully physically modelled.) Cooking, which provides useful buffs as well as refilling your health, isn’t the recipe list you’d expect; it’s a system where the same dish can be conjured from different ingredients and at different potencies. It’s not about collection or rote learning, it’s about understanding the rules and then improvising with what you have.

This is true of the game as a whole, especially in combat, where all Breath of the Wild’s tools and systems meet. There are so many variables in a fight — what you happen to be holding, what your enemy is holding, if there are any fires or boulders around, if you’re in the eye of a lightning storm and so need to unequip everything metal — that it’s almost always better to wing it and try new tactics on the fly than to settle into a groove. This is a game that can play like Dynasty Warriors one minute and Metal Gear Solid the next.

A wonderful soundtrack channels the plaintive melodies and lush arrangements of the great Joe Hisaishi’s work on Studio Ghibli films.

Food buffs can help you out hugely if you’re under-equipped — and being over-equipped isn’t always a good thing. Breath of the Wild’s disposable weapons may prove to be the most controversial aspect of its design; weapons wear out fast, and only a few very special ones can be repaired. You’re even encouraged to throw them away as they get worn down, as a well-placed lob will earn you a critical hit. It starts out stressful, but it’s ultimately a liberating change that’s reminiscent of Halo’s weapon-swap philosophy. It also has brilliant consequences for Breath of the Wild’s sweeping reinterpretation of role-playing game convention.

With no experience points to grind, Link’s progression is entirely dictated by gear: clothes for defense and weapons for attack power. A great weapon find is doubly precious for being temporary, so you won’t want to waste its short life on weak enemies, and it’s always good to have one or two lesser pieces on hand. Thus you’re voluntarily scaling your power to the situation at hand, which makes you feel smart and still gives you a strong sense of advancement, without the deadening effect of a level-balancing set-up such as Skyrim’s. (Plus, all the equipment looks really cool, and collecting and upgrading Link’s outfits is quite compulsive.)

What this all adds up to is superb sandbox game design, free of fiddle or bloat, unencumbered with preconceptions, and executed with the rock-solid reliability, tactile feedback and arcade brio for which Nintendo is justly celebrated. In other words: a total marvel.

The map and soundtrack are littered with references to many past Zelda games, from Ocarina of Time to Link’s Awakening. As much as it moves away from their template, Breath of the Wild seeks to synthesise what made them all special.

In case it isn’t clear, this is a very different Legend of Zelda game. Until very recently, Nintendo has made its games in a bubble — not that this was necessarily a bad thing, as its priorities were unique, and its standards were uniquely high, but it seemed quite unconcerned by what other game makers were up to. Zelda, one of the most widely admired, finely honed and carefully iterated designs in gaming, was a bubble within this bubble. Its recurring plots about the hero in green echoed its well-worn, smooth patterns of play: get the boomerang, hookshot and bombs, do the dungeons, save the girl. It was a ritual incantation, a myth that ticked like clockwork.

All that has been either swept aside or remade from first principles. It’s hard to overstate the courage and conviction with which producer Eiji Aonuma, director Hidemaro Fujibayashi and their team have rewritten their own work, and the size of the risk Nintendo has taken with a beloved property. Breath of the Wild isn’t just the most radical departure from the Zelda tradition in its 30-year history, it’s the first Nintendo game that feels like it was made in a world where Half-Life 2, Halo, Grand Theft Auto 3 and Skyrim happened. It’s inspired by those greats and others, but it doesn’t ape them any more than it rests on its own laurels. And if we’re talking inspirations, we have to recognise one game above all others, an uncompromising adventure from 1986 that dared to take gaming off the rails, that put a whole world beyond the TV screen and invited the player to explore it: the original Legend of Zelda.

Fes Video game Pixel art Indie game Platform game, Fes, angle, video Game png

Fes Video game Pixel art Indie game Platform game, Fes, angle,

  • Angle,
  • , video Game png

  • others,
  • video games,
  • game platform,
  • adventure game,
  • videos,
  • technology,
  • puzzles,
  • pixel art,
  • Phil Fish,
  • ruler,
  • the legend of zelda
  • indie games,
  • fez,
  • eurogamer,
  • video game development,
  • png,
  • transparent png,
  • no background,
  • free download

Download PNG ( 408. 4KB )

Image size

1067x1253px

File size

408.4KB

MIME type

Image/png

resize PNG

width(px)

height(px)
nine0063

Non-Commercial Use, DMCA Contact Us

  • Legend of Zelda Link pixel art illustration, The Legend of Zelda: Breath of the Wild Link Pixel art Video game, Excited Person Gif, video Game, fictional Character png
    846x702px
    7.9KB

  • black and red heart, Minecraft: Pocket Edition Video game Heart The Legend of Zelda, 8 BIT, text, rectangle png
    512x512px
    12.09KB

  • Nintendo logo, Wii U PlayStation 4 Nintendo Switch, nintendo logo, free Logo Design Template, sonic The Hedgehog png
    1417x850px
    nineteen. 04KB

  • The Legend of Zelda: Breath of the Wild Switch Nintendo Zelda II: The Adventure of Link Video game, Minecraft, game, nintendo png
    990x1407px
    236.66KB

  • Rock collage illustration, Concept art Video game Platform game Art game, rock, game, leaf png
    720x1440px
    945.42KB

  • The Legend of Zelda Super Nintendo Entertainment System Wii, nintendo, text, nintendo png
    2000x778px
    48.12KB

  • The Legend of Zelda: Majora’s Mask 3D The Legend of Zelda: Ocarina of Time 3D The Legend of Zelda: Windwalker, the legend of zelda, miscellaneous, game png
    nine00x731px
    301.62KB

  • Unity Video Games Game engine Logo 3D computer graphics, web portal, game, angle png
    500x500px
    28.27KB

  • Game Controllers Video game graphics Video game Consoles Computer Icons, gamepad icon, game, text png
    640x426px
    43.05KB

  • Unity Technologies Game engine Video game developer, Unity, game, angle png
    2048x1089px
    19.14KB
    nine0006

  • Pixel art Video game Concept art, Pixel cute, game, text png
    1012x472px
    327.14KB

  • Wii U Wii Remote Game Consoles Nintendo Wii Series, nintendo, game, gadget png
    1200x1273px
    514. 43KB

  • The Legend of Zelda: Ocarina of Time 3D The Legend of Zelda: Breath of the Wild The Legend of Zelda: Twilight Princess Video game, Pixel Heart, game, text png
    1980x360px
    20.99KB

  • Nintendo Switch Pro Controller Pokémon Red and Blue Joy-Con, nintendo, electronics, nintendo png
    528x551px
    266.67KB
    nine0006

  • Jigsaw Puzzles, jigsaw puzzle, miscellaneous, game png
    768x1086px
    130.62KB

  • Unreal Engine logo, Unreal Engine 4 Unreal Tournament Game engine, unity, miscellaneous, emblem png
    518x572px
    151.67KB

  • RPG Maker VX RPG Maker MV Animated film Role-playing game Role-playing video game, sprite, blue, game png
    960x768px
    661. 28KB

  • Tetris Game Boy Color Video game Game Boy Advance, nintendo, game, gadget png
    1471x2400px
    226.67KB

  • The Legend of Zelda pixel, The Legend of Zelda Pixel: Breath of the WildLink, pixel, miscellaneous, video Game png
    700x900px
    17.17KB

  • Terraria The Legend of Zelda Video game Non-player character, terraria, game, rectangle png
    600x1062px
    13.77KB

  • The Legend of Zelda: A Link to the Game Past Sprite, sprite, 3D Computer Graphics, video Game png
    968x928px
    28.23KB

  • The Legend of Zelda: A Link to the Past The Legend of Zelda: Mini Cap The Legend of Zelda: Ocarina of Time 3D, cartoon character, pixel Art, rectangle, logo png
    577x578px
    15. 38KB

  • Unity logo illustration, Unity game engine Game Logo, Corelle Brands, angle, text png
    500x500px
    50.76KB
    nine0006

  • Video game portal Game Controllers, portal, game, game Controllers png
    550x550px
    107.27KB

  • Nintendo 64 controller Video Game Consoles Game Controllers, nintendo, gadget, nintendo png
    1782x911px
    245.04KB

  • Video game Logo Quiz, others, game, text png
    512x512px
    18.36KB

  • Castlevania Tile-based video game Platform game Sprite Isometric graphics in video games and pixel art, Underwater illustration, dragon, video Game png
    600x500px
    212. 95KB

  • Nintendo Switch Wii U GameCube, nintendo, electronics, nintendo png
    600x600px
    253.19KB

  • Hollow Knight Team Cherry Video game Metroidvania, others, game, text png
    1200x439px
    120.1KB

  • Arcade cabinet Joe & Mac Pinball Castlevania: Arcade Blade Master, others, miscellaneous, game png
    727x952px
    1.17MB

  • The Legend of Zelda: Breath of the Wild The Legend of Zelda: Twilight Princess HD Electronic Entertainment Expo 2016 Wii U, zelda, nintendo, video Game png
    1024x1024px
    nine03.82KB

  • Game Boy Pixel art Video game, design, rectangle, video Game png
    500x500px
    5. 57KB

  • The Legend of Zelda: Ocarina of Time Nintendo 64 Super Nintendo Controller GameCube Entertainment System, nintendo, gadget, nintendo png
    3917x2108px
    6.23MB

  • Space Invaders Extreme 2 Video game Galaga Pac-Man, space invaders, game, angle png
    512x512px
    2.24KB

  • RPG Maker MV RPG Maker VX Sprite RPG Maker XP Role-playing video game, sprite, game, text png
    1024x683px
    285.43KB
    nine0006

  • white Sony PS4 DualShock, PlayStation 4 controller Xbox 360 Game Controllers Evil Controllers, White Ps4 Controller Ps4 Controllers This Nice, miscellaneous, video Game png
    760x643px
    439.93KB

  • The Legend of Zelda: Major’s Mask Minecraft Tank top Pixel art, pixel, symmetry, video Game png
    1425x1375px
    8.9KB

  • Arcade cabinet Slot machine Progressive jackpot Video game Miami Valley Gaming, Slot Machine, game, video Game png
    834x2250px
    2.24MB
    nine0006

  • Pokémon Platinum Pokémon X and Y Pokémon Diamond and Pearl Tile-based video game, indoor activities, text, logo png
    2240x2400px
    619.55KB

  • Slot machine Arcade, Casino Arcade, game cabinet, miscellaneous, games png
    540x609px
    469.19KB

  • green and white character game application, Space Invaders Arcade game Video game Pac-Man, space invaders, game, angle png
    780x660px
    6.1KB
    nine0006

  • RPG Maker MV RPG Maker 2000 RPG Maker VX Computer Icons Game, sprite, game, text png
    512x640px
    202.1KB

  • Ceronix Slot machine Casino International Game Technology Video game, Slot machine, miscellaneous, games png
    1275x2150px
    2.24MB

  • The Legend of Zelda: A Link to the Past Tile-based video game Sprite 2D computer graphics, sprite, video Game, grass png
    890x851px
    38. 69KB

  • Grand Theft Auto V PlayStation 3 Video game PlayStation 4, pc dvd, game, video Game png
    500x500px
    329.23KB

  • PlayStation 2 Sega Bass Fishing Sega Saturn Dreamcast, others, miscellaneous, game png
    4540x2200px
    5.34MB

  • Super Mario Bros. Kid Icarus Wii Luigi, super mario bros, super Mario Bros, logo png
    539x554px
    361.21KB

Digital Foundry has found that The Legend of Zelda: Breath of the Wild uses dynamic resolution scaling on WiiU and Switch

Platforms:
nine0063

SWITCH
WIIU

Categories:

Interesting
Industry
situations
Video

Tags:

Nintendo
The Legend of Zelda
Digital Foundry
Eurogamer
Tech Analysis

Retrieved

Games in material

  • Comments
  • Forum

Action-adventure The Legend of Zelda: Breath of the Wild uses dynamic resolution scaling to keep the target frame rate at 30fps , with varying degrees of success. This is an aspect of the game that we didn’t notice before , but eagle vision users have noticed a drop in pixel count in tricky areas. Some speculate that this is why Zelda runs more smoothly in handheld mode than when docked. Our results, however, led us to different conclusions.

First of all, let’s talk about indicators. Due to proprietary blocking, it is not possible at the moment to shoot a video on Nintendo Switch in handheld mode, but based on the screenshots taken, we are confident that when the game reaches system limits, the resolution drops below 90% in both modes. It is worth noting that in portable form it drops to 1152×648 , which is 81% of the native 720p .

Tom Morgan took a funny screenshot of the handheld pixel count, showing how we use the rendered pixel to native framebuffer ratio to determine render resolution. nine0063

Those who are interested in counting their own can see an example in the Pixel Count Video Guide . Any system with a built-in screenshot mechanism removes the need for a capture solution, although working with video is much easier in terms of frame selection, especially in a game that uses dynamic resolution.

At first glance, the use of a dynamic framebuffer may explain why the Zelda runs more smoothly in handheld mode. However, further research confirms that the same scaling techniques are used when Nintendo Switch is in the dock. Breath of the Wild in stressful situations works in resolution 1444×810 , lowering from native 1600×900 . Tellingly, this is the same 90% Y and X scaling seen when the game is running in handheld mode.

By comparing the WiiU versions with the Switch , we can confirm that dynamic resolution is used in all three variants The Legend of Zelda: Breath of the Wild ( Nintendo WiiU and Nintendo Switch in two modes). This is the same 56 percent increase in resolution in both modes, whether dynamic scaling is active or not. Therefore, the improvement in the performance level of the game in a portable form is not due to the ability to change the native rendering resolution. The relatively small difference in memory bandwidth between mobile and desktop configurations remains our best theory. In portable, 9The 0195 Switch runs its LPDD4 modules at 1331 MHz , boosting them to 1600 MHz when docked. This 20% increase in bandwidth contributes to a 56% increase in resolution. The processor and graphics chip ( CPU and GPU respectively) are connected to the same bandwidth pool, which can be the cause of the problem.

Also, dynamic scaling also doesn’t explain how version 9The 0195 Switch is able to fully match the WiiU in GPU-bound areas because the same scaling technology is used in the Zelda version on the latest generation console. We used Kakariko Village where poor performance was noticed as a test point to test this. The Nintendo WiiU version matches the Switch handheld profile, offering 1152×648 resolution in this area. nine0063

Further testing may prove otherwise, but our current assertion is that The Legend of Zelda: Breath of the Wild switches between the two resolutions depending on configuration. The game runs at 648p/720p on the Nintendo WiiU and handheld on the Nintendo Switch, and at 810p/900p in the docking station.

So far, we haven’t seen a single intermediate number of pixels and no deviations below the threshold in each of the axes. Considering that this method has not been seen so far, it looks like The Nintendo did a good job of reducing the resolution.

This is an interesting addition to the existing parsing of Zelda that we should have noticed earlier. But essentially, the differences in frame rates between different configurations remain the same, even in light of new information. It has been suggested that if the docked game also used resolution scaling, it might have improved performance as well as handheld. However, it was found that the technology is already applied in both modes. nine0063

In the meantime, we have seen an intriguing report from about the potential impact of Wi-Fi on the performance of the Nintendo Switch . We quickly tested several games in Airplane Mode and found that it didn’t affect our existing results. However, the developer of Shin’en Multimedia highlighted an issue with firmware that could improve performance and reduce some loss in dynamic resolution of their project — Fast RMX . We will report any improvements in a future system software update once it is released.

Subscribe to our Telegram channel, where we publish what does not fall into the news feed, and follow us online:

Telegram channel

Google News

Yandex
News

Yandex Zen
nine0063

Latest news

  • 19. 12.2022
    Scorn, ELDEN RING and Mount & Blade 2: Valve announces new 2022 Steam Awards nominees

  • nineteen.12.2022
    Dark Souls-inspired action role-playing Mortal Shell is suddenly out on the Nintendo Switch in a $30 definitive edition

  • 19.12.2022
    Paradox Interactive raises prices for games in Russia, Poland, Kazakhstan, Turkey, Argentina and other countries

  • nine0005

    19.12.2022
    Epic Games Store New Year Giveaway: 5 out of 15 Free Games Now Available

  • 19.