As we informed you at Nintenderos, after some rumors of the main deliveries, you already know that have been officially announced under the titles Pokémon Wind and Wave for 2027 only on Nintendo Switch 2. Now we have news.
After knowing all the details of its starters and Pikachu in disguise, as well as all the Pokémon confirmed so far, this time we could have an explanation for the quality of the water in the game, which you already know shows dense waves and a behavior that suggests advanced simulation.
And, in parallel, researchers affiliated with Game Freakin collaboration with the University of Tokyo, have published a study at SIGGRAPH 2025 on a new optimized liquid simulation technique. The studio does not confirm that this technology is being used in Wind and Waves, nor does it mention any specific game in the series, but it is likely that it was used.
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These are the details:
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The research presents a new grid for Eulerian simulation of liquids intended for large masses of water, such as large oceans.
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Instead of using uniform cubes throughout the volume, it proposes “tall cells” that extend vertically, reducing computational cost without losing surface detail.
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To improve horizontal efficiency, the technique subdivides the mesh into a quaternary tree system (2D splits)allowing greater resolution only in complex areas such as breaking waves or areas with interaction.
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This drastically reduces the total number of cells needed, concentrating resources where the player really notices the detail.
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The study also reformulates the pressure (Poisson) solver from a variational perspectivefacilitating transitions between cells of different sizes and maintaining numerical stability.
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The technique allows a strong coupling with rigid bodiesmaking floating objects interact with the water in a more realistic bidirectional way.
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In video games, water is expensive both for its simulation and for its visual rendering (crests, foam, swirls, height variations).
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On a hybrid console like Nintendo Switch 2this challenge is greater in laptop mode due to CPU, GPU, memory and power consumption limitations.
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The proposal seeks to reduce the degrees of freedom of the system (simulate fewer elements) without losing perceptible visual quality.
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According to the study’s evidence, the adaptive mesh significantly reduces calculation times, especially in the projection/pressure phase, one of the most expensive in fluid simulations.
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Applied to a game, it would allow the water has more detail in areas close to the player (shores, interactions, objects) and less complexity on the ocean floor.
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This fits with a typical console optimization philosophy: keep stability and frame rate constant distributing the detail intelligently.
If Pokémon Wind and Wave have water as a central element, it would make sense for the team to investigate technical solutions that balance visual quality and performance in both television and portable modes.
What did you think? Don’t hesitate to share your opinion in the comments. You can also consult all Pokémon games for Nintendo Switch. You can also consult on the website the best pokemon games ever.
Via.
