Title: Wii U version differences Post by: ZeldaFan on July 08, 2015, 02:08:58 PM Aside from the save state function, are there any differences between the Wii U version and all other versions? CCan the game be rendered in native 1080p? Does it run at 60FPS like the GCN versions? Are glitches affected?
Title: Re: Wii U version differences Post by: nighthawkraven18 on July 08, 2015, 02:46:58 PM nut gim doesnt work, seed gim supposedly works but it always crashes for me. all other 1.2 glitches work
Title: Re: Wii U version differences Post by: ZeldaFan on July 11, 2015, 03:49:02 AM So apparently every Virtual Console game on the Wii U has several frames of input lag. Looks like the Wii U version isn't so good after all.
Title: Re: Wii U version differences Post by: whyieyesya on July 11, 2015, 07:16:25 AM So apparently every Virtual Console game on the Wii U has several frames of input lag. Looks like the Wii U version isn't so good after all. I guess that is also due to the fact that the controls are wireless? Moltov said he also noticed some lag when he still played with classic controller via Wii Mote.Title: Re: Wii U version differences Post by: ZeldaFan on July 20, 2015, 02:37:19 PM I guess that is also due to the fact that the controls are wireless? Moltov said he also noticed some lag when he still played with classic controller via Wii Mote. Yes. The Game Pad is always around 2 frames behind what's actually happening in the system, so Nintendo thought it would be a good idea to add several frames of lag to the television screen in order to be synchronized with the Game Pad. This affects ALL Virtual Console games on the Wii U. Not just Ocarina of Time. Honestly, I can only see this version being used for practicing things due to the save state feature. Even then, its not viable because the input lag would throw off your timing in an actual run. |