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Nintendo Switch


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53 minutes ago, JPL said:

Maybe I'm misreading it, but according to that specs diagram, it seems that they can only run the GPU at 307.2MHz whilst in portable mode, but they can choose to either keep it locked to that or up it to 768MHz when docked. I don't understand why they'd keep the GPU crippled when docked though.

 

Because if you don't have the two versions running the same it won't look right? People walking around saying "it's much slower when I carry it" would be a bit of a disaster in marketing terms.

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55 minutes ago, JPL said:

Maybe I'm misreading it, but according to that specs diagram, it seems that they can only run the GPU at 307.2MHz whilst in portable mode, but they can choose to either keep it locked to that or up it to 768MHz when docked. I don't understand why they'd keep the GPU crippled when docked though.

It does seem and odd idea but maybe they are worried about parity between docked and undocked or maybe they just want power efficiency with indie games (lets face it some indie games will run perfectly fine in portable mode so they may as well just run that mode while docked.) Could also come into play with virtual console games. No point eating extra power when not needed. 

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I agree with both of you, and I'm presuming that the GPU decrease in portable mode will be offset by it only needing to output to a 720p screen, whereas it might need the extra power for a 1080p display while it's docked.

 

What I was questioning though was that some people seem to think that developers are free to use the GPU at full power while in portable mode, but, unless I'm mistaken, that article seems to suggest it'll be locked to 307.2MHz.

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28 minutes ago, JPL said:

I agree with both of you, and I'm presuming that the GPU decrease in portable mode will be offset by it only needing to output to a 720p screen, whereas it might need the extra power for a 1080p display while it's docked.

 

What I was questioning though was that some people seem to think that developers are free to use the GPU at full power while in portable mode, but, unless I'm mistaken, that article seems to suggest it'll be locked to 307.2MHz.

 

You are correct, from the article:

 

Available CPU Speeds 	Available GPU Speeds 	Available Memory Controller Speeds
Undocked 	1020MHz 	307.2MHz 	1331/1600MHz
Docked 	1020MHz 	307.2/768MHz 	1331/1600MHz

The only option devs have is whether to make one base mode game, or do more work and have 2 versions, a base portable version and a PRO-docked version.

 

For those who like their comparative numbers, in terms of GFLOPs, the Switch in base mode is a 153.6 GFLOP machine (moving to 384 GFLOPs when docked, the Nvidia SHIELD TV does 500 GFLOPs for comparison with the same SoC), the Wii U is 176 GFLOPs, and the other 2 consoles have 1310 and 1840 GFLOPs available.

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It's basically a re-run of the Apple Ipad 3 versus the PlayStation Vita, same basic hardware, one chose to gimp the performance for battery life. The ARM cores in the Switch might be clock-for-clock better than the x86 Jaguar cores, but it's been gimped to half-speed so ain't going to be better for CPU intensive tasks when the x86 cores have a 60%+ clock advantage and there are also more of them available for devs to use.

 

A decent handheld upgrade over the last Nintendo portable, marginal improvement on the home console side, more like the jump from PS4 to PS4 Pro.

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Quote

 

 The Switch handheld screen has a 720p resolution - so the gulf in GPU clocks means that in theory at least, there's overhead there to run a 720p mobile title at 1080p when docked. One developer source likens this to creating two different versions of the same game - almost like producing a PS4 game and a PS4 Pro variant

 

That's what they mean by "two versions". Not like, say, developing 3DS and WiiU versions of games.

 

If the Switch really is an X1 on a 20nm process, Nintendo can upgrade the system a few years down the line when 14nm finfet becomes more practical to improve battery life.

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48 minutes ago, Alex W. said:

 

If the Switch really is an X1 on a 20nm process, Nintendo can upgrade the system a few years down the line when 14nm finfet becomes more practical to improve battery life.

 

Or if the hardware is faster, have parity between mobile and docked experiences.

 

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1 hour ago, Alex W. said:

It's been kind of interesting seein how Nintendo handle graphics options in Super Mario Run - just a button for Graphics, and one for Rendering. Resolution, framerate.

 

Rendering high and Graphics low seems more responsive on my iPhone SE. Maybe it'll make collecting those dark green coins easier. 

 

HA!

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Yes, now we know why it was Skyrim and not some more modern game, makes you wonder what third party support it can even get.

 

For a rough rule of thumb from GAF:

 

Quote

PS3: 230 gflops
360: 240 gflops
WiiU: 352 gflops (had to drive tablet screen too)
Xbone: 1.2 tflops
Ps4: 1.8 tflops 
Pro: 4.2 flops
Scorpio: 6 tflops

Switch: 
153 gflops (mobile)
340 gflops (docked)

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My god this really is going to be a kick ass machine, wiiu power in the palm of your hand!

 

Mario , zelda, waverace, metroid are all going stunning and I can't wait.

 

they should ideally launch with a game that demonstrates the portable multiplayer aspect. Probably smash bros?

 

can you imagine a Luigis mansion on it? 

 

Viewtiful joe emulated?

 

Pikmin hd compilation?

 

 

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When was the last time Nintendo had traditional market 3rd party support of any size? That is the CODs and battlefields and assassins creeds etc etc etc.

 

I can't even think that far back, maybe at the start of the GC? I know the Wii sort of had it but didn't it didn't get the vast majority of 3rd party games, or they were cut down.


It isn't going to happen and this console isn't for those games anyway really, it is a Nintendo machine for playing Nintendo games, that's it. It's been that way for about 20 yrs. I am not sure why anyone would expect it to be different, Nintendo certainly don't as they are ploughing their own furrow

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23 minutes ago, Gizamaluke said:

Why on earth do Nintendo continue to spec themselves out of any possibility of current third party support? It's all well and good showcasing Skyrim, but the next COD's, Battlefields, Assassin's Creed's and well, anything. They have no chance with these specs.

 

No chance of what? Competing with PS or Xbox? That's not what they are aiming to do.

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I really didn't expect it to be closer to a 360 than Xbox One in terms of power. I thought it would be in between but closer to Xbox One. I mean, an Xbox One is three year old tech right now anyway.

 

Some games on the Wii U do look great but many of them are running at 720p with no anti aliasing. I don't necessarily want or expect a graphics powerhouse from Nintendo but it's a shame to see such lovely artstyles hampered by poor aliasing and lower resolutions. I'm not sure the Switch is going to address that looking at the specs.

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1 minute ago, Majora said:

I really didn't expect it to be closer to a 360 than Xbox One in terms of power. I thought it would be in between but closer to Xbox One. I mean, an Xbox One is three year old tech right now anyway.

 

Some games on the Wii U do look great but many of them are running at 720p with no anti aliasing. I don't necessarily want or expect a graphics powerhouse from Nintendo but it's a shame to see such lovely artstyles hampered by poor aliasing and lower resolutions. I'm not sure the Switch is going to address that looking at the specs.

which WiiU games by Nintendo had lovely artstyles ruined by poor aliasing and lower resolutions?

 

I am all for POWEERRRRRRR usually but with Nintendo games I think look perfect the way they are... Mario Kart 8 and the SMBU stuff etc all look fantastic to me.

 

 

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