Troubling Development Two Months Ahead of Launch
If you’ve wondered why you’ve seen literally nothing from the planned Nintendo 3DS edition of Sonic & All-Stars Racing Transformed, it’s because two months away from the game’s launch, Sega and Sumo Digital are still having trouble ironing out the game’s frame rate.
Sumo executive producer Steve Lycett confirmed as much in an interview with the Segabits Sonic Talk podcast. He was joined by track designer Gareth Wilson. Together, they spoke about the 3DS’s frame rate not being up to par, and how the team is still aiming for all content in the home console versions of ASR Transformed to appear on 3DS.
We have already seen how erratic the frame rate is on a Wii U build; that no one is comfortable showing the 3DS version at all now two months ahead of the game’s launch can’t be good.
But there was good news to come out of the conversation. For one, a four player split screen mode was confirmed, both on and offline. All-star moves will now be available for online play, as were online ranking systems. You can listen to the interview in full at the link cited above.














How is the 3DS version having framerate problems?
Just make the game work like Mario Kart 7, it’s not that hard. The team working on ASRT 3D is obviously not developing this game right. Someone get the MK7 team and Retro to work on the 3D version plz.
One HUGE plus is that the 3D version will have as much content as the console versions!
So which version will be the one to have the least content? Vita? Wii U? Idk.
Well shit lol
I mean it is a racing game with SUPEROHMUHGAWDTRANSFORMERSROBOTSINTHEMUTHERFUCKINSKYANDSEAACTION so it must be hard to keep everything together.
I mean in Mario Kart, the changing was only for a few seconds, but now we’re talking small tracks with different mechanics in another track. I would wanna perfect it too lol.
If they can pull a ASR wii with the 3DS then they have my Buy for both PS3 and 3DS and by ASR wii i mean the fact that the wii game was the same as the PS3/360 versions
Well I plan on getting the Wii U version, since even if framerate is an issue, Sumo and SEGA sould iron that out at least for the most part by the time its released. But if they’re not even gonna get a little footage for the 3DS by this point in time, I’m worried it’ll score lower than the other versions.
Two months is plenty of time to get the framerate sorted. I’ve seen developers fix frame rate problems from lows of 10 up to 30 in a couple of days. I actually quite appreciate the fact Sumo have just come out and said “Yeah, we’re sorting something out, which is why you aren’t seeing it.” No beating around the bush; that’s nice.
*3DS Article*
“For one, a four player split screen mode was confirmed, both on and offline.”
Umm… I know it’s kinda obvious, but next time specify that the 4 player split screen is for the console versions. 4 people using 1 3DS, plus split screen on a 400×240-equivalent screen doesn’t seem possible.
still, no screenshots?
@Ricardo
its easier said than done making a games framerate like a different game made by a different engine, as a game maker i know all about troubles with framerate
@Tjthefox- You’re sarcasm hurt me.
All I’m just saying is that what the heck is going on with the team working on ASRT 3D? I know it’s a different engine, but if ASRT 3D is going to have on par, or dare I say, worse graphics than MK7, how can the frame rate not be good by now…?
I just hope everything goes good, as I plan on getting the Wii U and 3DS version.
Also, how does making a good framerate work? How do developers make the framerate better is what I really want to know.
@Ricardo
I guess they will improve it by reducing the amount of detail in thew 3D models used for the characters/vehicles, objects and levels. This may not be too noticable due the the resolution of the 3DS’ screen. They could also remove some of the special effects which they may be considering using to make the game look cool, such as reflections and detailed shadows.
@Ricardo
Frame rate trouble appears when you are trying to run something on a machine that can´t handle it. It´s something that happens frequently at PC games, but shouldn´t happen as often as it does on consoles, as you don´t have different hardware to test, just one.
You can fix frame rate trouble with many kind of fixes:
* Less complex models
* Smaller textures
* Worse resolution upscaled
* Less objects on screen
* Fixing or improving slow parts of the code
* Etc
That´s the reason it can get fixed really quick, if there´s a portion of the code guilty of slowing everything, and it´s found before release, only fixing that could improve frame rate. Just removing some environment objects could make the game a lot faster too (you can take Unleashed X360 as an example, Adabat wasn´t fixed before release, so it has a lot of frame rate problems while the other stages are fine, or Generations, the part when you run down the building followed by cops has frame rate trouble due to the high number of objects on screen, etc).
Sumo Digital obviously had no experience developing for the 3DS. Maybe they need to strip down the graphics a bit.
I’m very anxious about the Vita version though.
@Ricardo
Before you accuse someone of not doing their job right, please have even the slightest bit of education on what you’re talking about. The amount of ignorance in that first post is staggering.
This is kind of off topic, but has anyone seen the new Wreck-It Ralph poster? This one is a bit different, Sonic is actually front and center…
http://www.comingsoon.net/gallery/65976/hr_Wreck-It_Ralph_17.jpg
It’s probably because the 3DS is the least powerful of the systems it’s being released on and they want it to be as consistent as possible, so they’re trying to push the limits of the 3DS.
@Sonick
Just imagine Sonic having a lead or recurring role in the movie!
OR even playable/fightable in the Wreck-it Ralph game.
Nah I’m going to far.
Oh dear….
Hope this won’t be the next Rayman Origins 3DS…
That port had some serious problems…