{"id":35920,"date":"2024-08-23T18:33:31","date_gmt":"2024-08-23T09:33:31","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=35920"},"modified":"2024-08-23T18:33:34","modified_gmt":"2024-08-23T09:33:34","slug":"nintendo-made-tears-of-the-kingdom-load-seamlessly-by-predicting-when-the-player-would-jump-in-a-hole","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/game-development\/nintendo-made-tears-of-the-kingdom-load-seamlessly-by-predicting-when-the-player-would-jump-in-a-hole\/","title":{"rendered":"Nintendo made Tears of the Kingdom load seamlessly by predicting when the player would jump in a hole\u00a0"},"content":{"rendered":"\n<p>At Japan\u2019s Computer Entertainment Development Conference (CEDEC) held on August 23. Nintendo held a lecture on the topic of <strong>The Legend of Zelda: Tears of the Kingdom\u2019s<\/strong> development (as reported by <a href=\"https:\/\/www.famitsu.com\/article\/202408\/15204\" target=\"_blank\" rel=\"noreferrer noopener\">Famitsu<\/a>). TotK\u2019s planning and production team spoke about the creation of the game\u2019s expansive 3D open world and how they got it to load so seamlessly on the Nintendo Switch.&nbsp;<\/p>\n\n\n\n<p>Tears of the Kingdom\u2019s predecessor, Breath of the Wild, made extensive use of 3D space through things like wall climbing, gliding and caves \u2013 but in the grand scheme of things, the game\u2019s world was made based on a flat, two-dimensional structure, according to the developers. This made things simpler both in terms of the development process and in terms of overcoming the Wii U\u2019s technological limitations.&nbsp;<\/p>\n\n\n\n<p>However, with Tears of the Kingdom being a Switch exclusive, the developers were freed of many of the hardware-related blocking points, and decided in the early stages of development that they wanted to expand the world vertically. With its Sky Islands, ground level and its underground \u201cDepths,\u201d Tears of the Kingdom took things to a much grander scale.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1200\" height=\"675\" sizes=\"auto, (max-width: 1200px) 100vw, 1200px\" src=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-004.jpg\" alt=\"\" class=\"wp-image-19409\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-004.jpg 1200w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-004-600x338.jpg 600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-004-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-004-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-004-150x84.jpg 150w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-004-300x169.jpg 300w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-004-696x392.jpg 696w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-004-1068x601.jpg 1068w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-004-747x420.jpg 747w\" \/><\/figure>\n\n\n\n<p>However, achieving seamless loading as the player transitioned from one level to another involved a process of trial and error. A particular challenge was getting data to load smoothly when Link would jump into The Depths \u2013 in the early stages, loading was so long between the surface and underground that the game would sometimes freeze.&nbsp;<\/p>\n\n\n\n<p>One of the methods Tears of the Kingdom\u2019s developers applied to resolve this issue was using a profiling tool (profiling refers to measuring and analyzing the performance of a game) to identify when and which objects were taking the longest time to load, thus preventing seamless transitions. Once identified, the loading of these elements was allocated to \u201cblank time,\u201d moments when no other loading was taking place, and executed during them. The developers also put off the loading of data that would not be needed immediately \u2013 however, these measures were still not enough.&nbsp;<\/p>\n\n\n\n<p>From there, Nintendo decided to try decreasing the number of files that need to be loaded, and this was not done by removing objects, but by designing a system that identified which objects and pieces of terrain would, based on Link\u2019s position, not enter the player&#8217;s field of view. In addition, the team looked for any textures that wouldn\u2019t suffer from a lower resolution and reduced them \u2013 but all of this was still not enough for loading to catch up.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1200\" height=\"675\" sizes=\"auto, (max-width: 1200px) 100vw, 1200px\" src=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-001.jpg\" alt=\"\" class=\"wp-image-19406\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-001.jpg 1200w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-001-600x338.jpg 600w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-001-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-001-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-001-150x84.jpg 150w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-001-300x169.jpg 300w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-001-696x392.jpg 696w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-001-1068x601.jpg 1068w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/06\/20230608-250815-001-747x420.jpg 747w\" \/><\/figure>\n\n\n\n<p>Tears of the Kingdom\u2019s development team\u2019s fourth and last measure to tackle this issue was to attempt to commence loading beforehand. This was done by singling out all the files that needed to be loaded before going underground and starting their loading process as soon as the player approached \u201ca possible waypoint to the underground,\u201d such as, say, a large hole in the ground. Finally, the cumulative effects of all of these efforts resulted in a seamless dive from the surface to The Depths.&nbsp;<\/p>\n\n\n\n<p>On a related note, optimizing movement between Tears of the Kingdom\u2019s Sky Islands similarly involved predicting the player\u2019s actions. The Sky Islands were divided into three main types: large islands related to the main storyline, islands that serve as a transit point to other islands, and islands that present the player with the challenges, such as \u201cHow do I go there?\u201d Based on this, a cycle was established to determine which islands to load (or unload in favor of another one) based on the player\u2019s actions and location.&nbsp;&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Nintendo&#8217;s efforts to make The Legend of Zelda: Tears of the Kingdom&#8217;s vast 3D world run seamlessly on the Switch involved some creative solutions.<\/p>\n","protected":false},"author":55,"featured_media":24732,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64],"tags":[17,33,63],"class_list":["post-35920","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","tag-japan-related-news","tag-nintendo","tag-zelda"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Nintendo made Tears of the Kingdom load seamlessly by predicting when the player would jump in a hole\u00a0 - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Nintendo&#039;s efforts to make The Legend of Zelda: Tears of the Kingdom&#039;s vast 3D world run seamlessly on the Switch involved some creative solutions.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/game-development\/nintendo-made-tears-of-the-kingdom-load-seamlessly-by-predicting-when-the-player-would-jump-in-a-hole\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Nintendo made Tears of the Kingdom load seamlessly by predicting when the player would jump in a hole\u00a0 - AUTOMATON WEST\" \/>\n<meta property=\"og:description\" content=\"Nintendo&#039;s efforts to make The Legend of Zelda: Tears of the Kingdom&#039;s vast 3D world run seamlessly on the Switch involved some creative solutions.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/automaton-media.com\/en\/game-development\/nintendo-made-tears-of-the-kingdom-load-seamlessly-by-predicting-when-the-player-would-jump-in-a-hole\/\" \/>\n<meta property=\"og:site_name\" content=\"AUTOMATON WEST\" \/>\n<meta property=\"article:published_time\" content=\"2024-08-23T09:33:31+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2024-08-23T09:33:34+00:00\" \/>\n<meta property=\"og:image\" content=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-header-1.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"1280\" \/>\n\t<meta property=\"og:image:height\" content=\"720\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Amber V\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:site\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Amber V\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"3 minutes\" \/>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"Nintendo made Tears of the Kingdom load seamlessly by predicting when the player would jump in a hole\u00a0 - 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