Rayman DS: Difference between revisions

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== Differences from ''Rayman 2'' ==
== Differences from ''Rayman 2'' ==
*''Rayman DS'' shares many similarities to the Nintendo 64 version of ''[[Rayman 2]]'' such as the lower-quality MIDI music being used.
*''Rayman DS'' shares many similarities to the Nintendo 64 version of ''[[Rayman 2]]'' such as the lower-quality MIDI music being used.
*The textures in ''Rayman DS'' are generally more jagged than the Nintendo 64 version of ''[[Rayman 2]]''. This is partially due to the DS's lack of texture filtering. However, the textures themselves also received an overall downgrade in quality compared to the N64 version. This is most noticeable on transparent textures such as Lums, lasers, energy balls waterfalls etc. These types of textures contain a heavy amount of color banding and appear extremely jagged.
*The textures in ''Rayman DS'' are generally more jagged than the Nintendo 64 version of ''[[Rayman 2]]''. This is partially due to the DS's lack of texture filtering. However, the textures themselves also received an overall downgrade in quality compared to the Nintendo 64 version. This is most noticeable on transparent textures such as [[Lum]]s, [[laser]]s, energy balls, waterfalls, etc. These types of textures contain a heavy amount of color banding and appear extremely jagged.
*Due to the Nintendo DS not having analog controls, the player has the option to use a virtual analog stick on the touch screen. This is also the only way to change the speed [[Rayman]] moves in.
*Due to the Nintendo DS not having analog controls, the player has the option to use a virtual analog stick on the touch screen. This is also the only way to change the speed [[Rayman]] moves in.


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The background of the pause and saving screens is missing the swirling cloud texture and now only displays a static colored 3D model.
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.
''Rayman DS'' also has a very unstable framerate. The max framerate cap is 60 FPS, 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 30 FPS. 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.
Collision detection in ''Rayman DS'' is prone to issues. It is easier to clip through walls and floors or get stuck on geometry than in 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.
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 surfaces of water, lava etc no longer shift and move.
The surfaces of water, lava, etc. no longer shift and move.


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.
The DS version contains input lag. This is especially noticeable on diagonal movement, which affects both the D-pad as well as the touch screen analog stick.


==Gallery==
==Gallery==