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Video: Digital Foundry Super Mario 3D All-Stars tech analysis

Super Mario 3D All-Stars launches tomorrow on Nintendo Switch and the folk over at Digital Foundry have provided a technical analysis of the title. Discussion online has been somewhat focussed on how the games have been improved – and to what extent – but Digital Foundry has compiled a comprehensive video which explains how each title performs on Nintendo’s hybrid system. Thanks to Nintendo Everything, here’s a quick snapshot at what’s covered and we’ve included the full video beneath the run-down. Take a look:


  •  All three games rely on emulation
  • Any changes/enhancements injected into the emulator
  • Relies on the Vulcan API

Super Mario 64

  • 720p resolution
  •  Both docked and handheld resolutions
  • All fonts and HUD artwork redrawn at higher resolution
  • Input latency kept to a minimum, a big improvement over the Wii U Virtual Console release
  • Some updated textures
  • Switch port uses 4-point texture filtering, which impacts filter pattern across textures
  • No anti-aliasing
  • 30 frames per second
  • Mild frame pacing issues
  • Slight audio latency
  • Slightly muffled sound

Super Mario Sunshine

  • 1080p docked
  • 16×9 aspect ratio
  • UI recreated on Switch in higher resolution
  • Sharper textures
  • Improved quality of cutscenes
  • Reflections appear sharper
  • 30 frames per second

Super Mario Galaxy

  • Aims for 1080p docked
  • Resolution scaling based on what’s happening on screen
  • 60 frames per second
  • Higher resolution assets for menus, HUD elements
  • Video sequences re-rendered at higher resolution
  • Certain effects have significant color banding
  • Mainly 60 frames per second, but a rare bit of slight slowdown


8 thoughts on “Video: Digital Foundry Super Mario 3D All-Stars tech analysis”

  1. I guess in their eyes we should be thankful we are getting a re-release of sorts for this titles aye.

    But youtube super mario 64 hd texture and see just how much better these games would look.

    1. I suppose it’s better than nothing, but I would’ve preferred virtual console releases over this. Gamecube desperately needs digital releases of some sort, but I don’t see us getting them before the Switch’s successor releases… and when it does we’ll mostly likely go back to waiting for NES titles being released AGAIN with whatever new distribution method they’ve come up with this time. They’re really trying my patience.

      1. “I would’ve preferred virtual console releases over this.”

        Why? By all possible reports this is technically superior to a VC release, and even though its limited, it at least has a physical edition.

        1. The changes they’ve made to the games like video scaling are very minimal and aren’t really important to me, and it’s highly unlikely they would be more than $20 individually if they were released as virtual console. Actually they may might be cheaper all together as virtual console releases. The only game I really feel like replaying on the Switch is Mario Sunshine.

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