3DS

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team_ninja

New Team Ninja head of development Yosuke Hayashi spoke with Gamasutra at TGS and gave an insight into what it’s like to develop for the 3DS.

“The 3DS in and of itself is easy to develop for. It’s a handheld platform, which makes it relatively easy from a development standpoint. But being 3D, other than just the specs, we have to figure out how to use it well, how to use that effect. That’s something we’re having fun with, trying to figure that out. Up until now, 3D [in games] has not been an everyday experience. We think that with the 3DS, this will be the first time that anybody can get a 3D experience just about anywhere. It’ll be just a part of everyday life. So we’re trying to put out a 3D fighting game and see how that goes, and learn from that experience. We’ll go from there to see where 3D should go, and how we can use 3D to make a deeper experience in the future.”

Read more on Team Ninja Talk 3DS Development…

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Here are some points taken from Capcom’s 3DS experiences so far.

- Couldn’t believe the results they were getting out of the 3DS.
- utilizes all the common rendering techniques on 360/PS3 like HDR rendering, surface shaders and normal maps, depth of field, gamma correction and more.
- 2x Anti Aliasing in 2D mode, off in 3D mode.
- polygon count and resolution is lower than RE5 but Revelations has similar expression.
- Street Fighter IV 3DS uses the same engine.

Source

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super_street_fighter_iv_3d

New screens for Super Street Fighter IV on 3DS – looking good eh?

There’s a couple more after the jump.

Read more on New Super Street Fighter IV 3D Screens…

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