Rayman DS: Difference between revisions

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==Technical issues==
==Technical issues==
Unlike any other version of ''[[Rayman 2]]'', ''Rayman DS'' included many technical problems in its gameplay. The swirls that radiate from the [[Four Masks of Polokus]] or [[Jano]]'s staff, for example, are not located exactly where they should be. Another particularly troubling problem is experienced during the encounter with [[Umber]] and in the flower ride in [[the Sanctuary of Rock and Lava]]: in both cases, [[Rayman]] should be locked to the respective surfaces, but can ''slip off'', even during [[Umber]]'s cinematic. The only way to lock [[Rayman]] back to the surface's center is to press the R button, which is used for strafing. Also, when replaying [[the Marshes of Awakening]], [[Ssssam]] can completely disappear during his cinematic. Sometimes the [[Spider (Rayman 2)|spider]] at the beginning of [[the Tomb of the Ancients]] will disappear a few seconds after the cutscene in which he appeared.
Unlike any other version of ''[[Rayman 2]]'', ''Rayman DS'' included many technical problems in its gameplay. The swirls that radiate from the [[Four Masks of Polokus]] or [[Jano]]'s staff, for example, are not located exactly where they should be. Another particularly troubling problem is experienced during the encounter with [[Umber]] and in the flower ride in [[the Sanctuary of Rock and Lava]]: in both cases, [[Rayman]] should be locked to the respective surfaces, but can ''slip off'', even during [[Umber]]'s cinematic. The only way to lock [[Rayman]] back to the surface's center is to press the R button, which is used for strafing. Also, when replaying [[the Marshes of Awakening]], [[Ssssam]] can completely disappear during his cinematic. Sometimes the [[Spider (Rayman 2)|spider]] at the beginning of [[the Tomb of the Ancients]] will disappear a few seconds after the cutscene in which he appeared.
The background of the pause and saving screens is missing the swirling cloud texture and now only displays a static colored 3D model.
''Rayman DS'' also has a very unstable framerate. The max framerate cap is 60fps, but situations where the framerate is this high are rare (only by entering first person view against a wall in certain small and sparsely detailed rooms). During general exploration, ''Rayman DS'' frequently dips under 30fps. Large detailed environments with lots of transparent textures can even cause dips into the low 20s or mid-high teens. Action heavy sequences where lots of transparent effects and particles are being rendered are some of the worst case scenarios and can cause the framerate to drop to single digits.
Collision detection in ''Rayman DS'' is prone to issues. It's easier to clip through walls and floors or get stuck on geometry compared to other versions of the game. The collision engine is also prone to causing further drops in performance. Simply running into or against a wall for example will cause major dips in the framerate.
Character lighting is now static and no longer changes based on the lighting of the surrounding environment. In dark areas, characters will still render as brightly as they do regular daylight. And lava-filled areas will no longer illuminate them.
The DS version contains input lag. This is especially noticeable on diagonal movement, which affects both the dpad as well as the touch screen analog stick.


==Gallery==
==Gallery==