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StarTopic Future Nintendo Hardware & Technology Speculation & Discussion |ST| (Read the staff posts before commenting!)

This got me thinking just now. What if a big reason why the Switch is clocked for the CPU/GPU the way it is was to ensure that they'd have an ample supply among all the other devices using the Tegra X1 from chip binning? The PS5 APU was very specific to it, and not really used anywhere else, but the spec set for it meant that any chip that did not meet it basically got tossed out. For the Tegra X1, Nintendo wasn't the only one using it, nor were they the first. Nvidia obviously made it for use in their Shield TV as well as Jetsons/Drives, and there was Google with the Pixel C. Those are certainly clocked higher than what Switch is set to, but it would also mean that for yields that weren't up to spec for those could possibly be used for Switch. Nintendo does have their "boost mode" meant for loading by clocking the CPU to 1.7Ghz, but that's done with dropping the GPU clock to almost nothing at 76.8Mhz. Various people on the net have overclocked and tested their Switch systems being stable at higher clocks, but not everyone got equal results. The TX1+ gets even better results from overclocking, but that's because it was designed to go higher than what TX1 could in the first place. IMO, if the TX1 was not used as much for the other devices, granting Nintendo more higher-capable chips, it may have been possible that the Switch could have been assigned to be clocked higher.
Imo the only reason the Switch is clocked as low as it is, is because 20nm sucks. They pushed it as far as they could.
 
Will we ever reach a point where we could get HDMI dongles/devices that externally use AI techniques like temporal upscaling? Or is there just too much lag reading data from the HDMI out?
Those techniques work at all because they have data from the game itself about how objects are moving, and thus know what pixels from frame X-1 and frame X-2 to use and where to put them to build a proper-looking higher resolution image for frame X. As well as the game engine knowing to get pixel data from slightly different spots each frame, so there's something to build a higher resolution result from even if the camera isn't moving. Any external device that's just being fed finished frames is not going to have any of that.

External devices (like most TVs already have options for this) can compare frames next to each other and look for movement of objects in order to try and interpolate in-between frames, but I don't think I've heard of such inferred motion data being used to produce a higher quality/resolution frame rather than just being used to create the in-between ones.
 
Building incredibly small BVHs seems pretty important for the Switch 2 considering how slow mobile RAM is. Hopefully Nintendo can build an algorithm optimizes BVHs to allow ray tracing to just cover up for the worst aspects of screen space reflections and screen space GI (if the Switch 2 is powerful enough for those...)
The Switch 2 either has 102GB/s or 136GB/s, it's up to 4.24TFLOPs FP32 and up to double that via mixed precision. In comparison the RTX 3050 6GB is a 6.8TFLOPs card with 168GB/s, and unlike Steamdeck's 88GB/s RAM that shares with a RAM hungry X86 ryzen CPU, the ARM A78C cores have extra cache to need less from the system RAM, while also being way more efficient.

There should be a fair amount of bandwidth for Switch 2, much less of a bottleneck this time around.
 
The problem is basically that GPUs have a performance per watt sweet spot, which Thraktor estimated to be around 500mhz for Ampere. If you go under or over this, performance per vat drops exponentially. You never really see devices go under their sweet spot, because then you rather use a smaller chip. You do see devices go over it, if performance takes priority over efficiency.

Every other 8nm ampere card that exists would consume far too much power at 12SM/ 500mhz to be used in handheld mode for a portable device. Drake got some Lovelace efficiency enhancements, but thats very likely not enough for a chip of that size to make sense. All the estimates before we knew the actual specs, was between 4 and 8 SM.
No, Thraktor said specifically that he thought the sweet spot was 1.1GHz, he then said that he just cut that in half (550MHz) for portable mode, but we know from Switch, that they went above this and from the DLSS test, we get a 110MHz higher clock of 660MHz. We see that this is a 4.2w power draw target, which compared to launch Switch models, would fix well with a 9 or 10 watt system.

Thraktor's estimation of the docked clock also lines up perfectly with the DLSS test of 1.125GHz clock, we can imagine numbers all day long, but in my opinion, these clocks were the target clocks for Drake's GPU in summer 2021 nearly a year before silicon was in sample production. Which is why the 1.38GHz number should be seen as a boost clock (4.24TFLOPs), rather than a stress clock, it also has a power draw of 12w, which we can assume is the high end. This means if in portable, the system draws 10w with a 4.2w GPU and the GPU eventually draws ~8w more, the system as a whole is going to draw ~18w when docked.
 
No, Thraktor said specifically that he thought the sweet spot was 1.1GHz, he then said that he just cut that in half (550MHz) for portable mode, but we know from Switch, that they went above this and from the DLSS test, we get a 110MHz higher clock of 660MHz. We see that this is a 4.2w power draw target, which compared to launch Switch models, would fix well with a 9 or 10 watt system.

Thraktor's estimation of the docked clock also lines up perfectly with the DLSS test of 1.125GHz clock, we can imagine numbers all day long, but in my opinion, these clocks were the target clocks for Drake's GPU in summer 2021 nearly a year before silicon was in sample production. Which is why the 1.38GHz number should be seen as a boost clock (4.24TFLOPs), rather than a stress clock, it also has a power draw of 12w, which we can assume is the high end. This means if in portable, the system draws 10w with a 4.2w GPU and the GPU eventually draws ~8w more, the system as a whole is going to draw ~18w when docked.
Their guess was 550Mhz for portable and 1.1Ghz for docked, but regarding peak efficiency where it could get the best performance per watt was around 500Mhz or slightly more. The reason being is there's a minimum voltage required by the chip to operate. Going below or above this point reduces power efficiency. This is according to their post.

 
Their guess was 550Mhz for portable and 1.1Ghz for docked, but regarding peak efficiency where it could get the best performance per watt was around 500Mhz or slightly more. This is according to their post.

Thanks, I was about to look it up.

Portable mode is where it's vital to be super efficient. In docked mode, you can afford to sacrifice some efficiency for performance.
 
Thanks, I was about to look it up.

Portable mode is where it's vital to be super efficient. In docked mode, you can afford to sacrifice some efficiency for performance.
Exactly. Pull power from the wall means power efficiency isn't as important. It's already going to be mighty efficient in power compared to other devices.

To add, a good reason for 1.1Ghz in docked mode even if it could go higher has a bit to do with the Ampere architecture vs RAM bandwidth per TFlop, based on using LPDDR5 with its 102.4GB/s. I don't recall the exact numbers off the top of my head, but I think on the more efficient numbers, that hung around 24GB/s per TFlop, so having what amounts to ~3.4TFlops at 1.1Ghz means it uses around 81.6GB/s, leaving just over 20GB/s, which the CPU could use. If they went with LPDDR5X, they could push the GPU even more given the additional bandwidth, assuming stability and thermals are in check.
 
I know the post, Thraktor was using a 3w assumption for the GPU in portable mode, but this is based on Switch's launch GPU power draw, from the hack, we know they were testing a portable GPU clock that consumed 4.2w, they didn't test any other clocks, so the assumption for the GPU's power draw should be 4.2w until we have better information, and that clock they tested was 660MHz. We have the answer here. Thraktor's posts are great insights, but he admitted that the 550MHz he used was simply just half of his 1.1GHz, which is the efficiency number he cared about. Both 3w and 550MHz were random guys, we have better information and it's in line with estimates for Drake on 4N.
 
I know the post, Thraktor was using a 3w assumption for the GPU in portable mode, but this is based on Switch's launch GPU power draw, from the hack, we know they were testing a portable GPU clock that consumed 4.2w, they didn't test any other clocks, so the assumption for the GPU's power draw should be 4.2w until we have better information, and that clock they tested was 660MHz. We have the answer here. Thraktor's posts are great insights, but he admitted that the 550MHz he used was simply just half of his 1.1GHz, which is the efficiency number he cared about. Both 3w and 550MHz were random guys, we have better information and it's in line with estimates for Drake on 4N.
It makes no sense to assume they will prioritise efficiency in docked mode.

@Thraktor will you set the record straight? :)
 
It makes no sense to assume they will prioritise efficiency in docked mode.

@Thraktor will you set the record straight? :)
These clocks I am talking about were target clocks in NVN2 for a DLSS test with power consumption numbers for the names. Thraktor's post is about efficiency clocks and power curves.

Do you believe Switch's portable 460MHz clock is the most efficient clock for power consumption?
 
These clocks I am talking about were target clocks in NVN2 for a DLSS test with power consumption numbers for the names. Thraktor's post is about efficiency clocks and power curves.
I know. You just said he assumed 1,1ghz was the efficiency sweetspot, then halved it for portable. Which is the opposite way of how Nintendo would have done it.


Do you believe Switch's portable 460MHz clock is the most efficient clock for power consumption?
No, I believe 307,2 MHZ probably is. Which I believe were the originally intended clocks, before Nintendo realised it wasn't enough.

Which would give them a 2,5x between portable and docked, which roughly matches the difference in pixels between 720p and 1080p.

Also TX1 is a different situation, because it was not designed specifically for Nintendo.
 
No, Thraktor said specifically that he thought the sweet spot was 1.1GHz, he then said that he just cut that in half (550MHz) for portable mode, but we know from Switch, that they went above this and from the DLSS test, we get a 110MHz higher clock of 660MHz. We see that this is a 4.2w power draw target, which compared to launch Switch models, would fix well with a 9 or 10 watt system.

Thraktor's estimation of the docked clock also lines up perfectly with the DLSS test of 1.125GHz clock, we can imagine numbers all day long, but in my opinion, these clocks were the target clocks for Drake's GPU in summer 2021 nearly a year before silicon was in sample production. Which is why the 1.38GHz number should be seen as a boost clock (4.24TFLOPs), rather than a stress clock, it also has a power draw of 12w, which we can assume is the high end. This means if in portable, the system draws 10w with a 4.2w GPU and the GPU eventually draws ~8w more, the system as a whole is going to draw ~18w when docked.

I agree on the thought that Switch 2 should have plenty of bandwidth.
Most of our assumptions in comparing T239 to SD, PC hardware or even PS4 Is that they are on equal footing, feature wise and by design.
But just as in the PS5 we see how having a dedicated decompression block for streaming assets into memory, (something that SD, PS4 and PC don't have the benefit of saying) has changed how games can be made.

I think this is a major reason that the rumored PS5 Pro specs state there hasn't been an increase in RAM amounts. Sony must have done enough testing to prove that the set-up they have is effective enough to feed more than enough assets into memory.

Again I agree with you on thinking that those DLSS testing names are more than just some stress test. Did we even know about the 460Mhz Switch handheld mode before MK11 came out? I know I was shocked that it was even a thing and was hopeful they would do the same for docked...
 
Did we even know about the 460Mhz Switch handheld mode before MK11 came out? I know I was shocked that it was even a thing and was hopeful they would do the same for docked...
The first instance where the 460Mhz clock would have been known would have been when homebrew tools would have acknowledged it, even before MK11 released. This is how we found out BotW was the first Switch game to use it in portable mode. MK11 is the first "3rd-party" game to use it.
 
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In other news, Midori confirms Nate‘s claim about Persona 6 coming to Xbox, and clarified that it’s coming to other platforms including the Switch 2. It seems Atlus has become a lot more gung-ho about multiplatform releases, which I hope is a good sign for other third party publishers for the Switch 2.

 
In other news, Midori confirms Nate‘s claim about Persona 6 coming to Xbox, and clarified that it’s coming to other platforms including the Switch 2. It seems Atlus has become a lot more gung-ho about multiplatform releases, which I hope is a good sign for other third party publishers for the Switch 2.


I know this was kind of inevitable after Persona 3 Reload sold comically well, but I genuinely cannot stress that this is probably the closest I've felt to crying of joy. We so fucking won.

Also, unless there's a RAM limitation that completely defeats the point of all Ray-Tracing speculation we've had for years now, Persona 3 Reload and Persona 6 (if it uses Ray-Tracing) will probably use the ray-tracing reflections that were used in Persona 3 Reload. They actually look really good honestly, it's a good use of Ray-tracing for a very basic task. I like it.
 
I know the post, Thraktor was using a 3w assumption for the GPU in portable mode, but this is based on Switch's launch GPU power draw, from the hack, we know they were testing a portable GPU clock that consumed 4.2w, they didn't test any other clocks, so the assumption for the GPU's power draw should be 4.2w until we have better information, and that clock they tested was 660MHz. We have the answer here. Thraktor's posts are great insights, but he admitted that the 550MHz he used was simply just half of his 1.1GHz, which is the efficiency number he cared about. Both 3w and 550MHz were random guys, we have better information and it's in line with estimates for Drake on 4N.
I recommend rereading the post if thats your conclusion from it. But I'm quoting the parts where Thraktor calculates the peak efficiency for 8nm and later gives estimates for improved processes}:

There are two things going on in this chart. For all the data points from 522 MHz onwards, we see what you would usually expect, which is that efficiency drops as clock speeds increase. The relationship is exceptionally clear here, as it's a pretty much perfect straight line. But then there's that point on the left. The GPU at 420MHz is less efficient than it is at 522MHz, why is that?

I'd expect peak efficiency clocks of around 500-600MHz on improved processes,
This range is where 550MHz came from (the average). The 3w had nothing to do with the clocks calculation, it was only used to explain why 8nm doesn't make sense if Nintendo had the same 3w power budget.

And it doesn't make sense handheld be at half of the peak because there's no much saving to be had there:
But what happens when you want to reduce clocks but can't reduce voltage any more? Not only do you stop improving power efficiency, but it actually starts to go pretty sharply in the opposite direction.

Because power consumption is mostly related to voltage, not clock speed, when you reduce clocks but keep the voltage the same, you don't really save much power. A large part of the power consumption called "static power" stays exactly the same, while the other part, "dynamic power", does fall off a bit. What you end up with is much less performance, but only slightly less power consumption. That is, power efficiency gets worse.
 
In other news, Midori confirms Nate‘s claim about Persona 6 coming to Xbox, and clarified that it’s coming to other platforms including the Switch 2. It seems Atlus has become a lot more gung-ho about multiplatform releases, which I hope is a good sign for other third party publishers for the Switch 2.


Not surprising, but good to have confirmation (more or less). Hope Sega brings over some Yakuzas as well
 
I know the post, Thraktor was using a 3w assumption for the GPU in portable mode, but this is based on Switch's launch GPU power draw, from the hack, we know they were testing a portable GPU clock that consumed 4.2w, they didn't test any other clocks, so the assumption for the GPU's power draw should be 4.2w until we have better information, and that clock they tested was 660MHz. We have the answer here. Thraktor's posts are great insights, but he admitted that the 550MHz he used was simply just half of his 1.1GHz, which is the efficiency number he cared about. Both 3w and 550MHz were random guys, we have better information and it's in line with estimates for Drake on 4N.


In any case, my reasoning for the 1.1GHz docked clock is partly the clean 1:2 ratio like the 384MHz/768MHz clocks Switch launched with, but also power consumption and bandwidth limits.
Their reason for the 1.1Ghz number partly came from the 550Mhz number, not the other way around. The 550Mhz number came from the analysis in their post I had linked earlier.
 
I know this was kind of inevitable after Persona 3 Reload sold comically well, but I genuinely cannot stress that this is probably the closest I've felt to crying of joy. We so fucking won.

Also, unless there's a RAM limitation that completely defeats the point of all Ray-Tracing speculation we've had for years now, Persona 3 Reload and Persona 6 (if it uses Ray-Tracing) will probably use the ray-tracing reflections that were used in Persona 3 Reload. They actually look really good honestly, it's a good use of Ray-tracing for a very basic task. I like it
It’s always nice seeing Natethehate getting more credibility, especially with his switch 2 rumores.

Overall I’m curious to see how the third party scene for Nintendo will look like, since I can see more developers creating exclusives for the switch 2. Since it would be faster and cheaper to develop (I presume), especially the Japanese developers. Like console attach rate hasn’t been the best (you can see that with FF7 rebirth)
 
I assure you, it can be!

Shared housing, small apartments, heck, children's bedrooms! Small consoles SELL! I know it's the ur-example but consider how well Switch has sold in Japan next to home consoles, that isn't JUST exclusives, and I hear pretty regularly about people appreciating how small Xbox Series S actually is, and it sells pretty well, here at least.

Small consoles mean they fit in more setups, they literally fit in more houses, more entertainment centres, the small size of the Wii was a boon and the relatively larger (mostly longer and heavier) Wii U was a stain. The size of the launch Xbox One helped nobody.

It may not be something of note for YOU, and YOUR living quarters, and YOUR life, but it definitely is for some, and wow did I see the popularity of Nintendo Switch in college dorms. Dorms and cafeteria suddenly make tabletop mode make a lot more sense. For less than the desk space of just a home console, you have the console and monitor all in one, right in front of you, stand included.

The quality of life boon of Nintendo Switch being a TINY, flexible, portable home console is INCREDIBLE. While you'd think the next system likely being larger would upset this balance, I think it's probably going to help more. People can't make desk space for a 50" TV where it doesn't exist. But that hollow in the papers where a tabletop mode Switch fits? An 8"(7.91") Switch barely takes up any more space, and now it's full HD, bigger, brighter, and the controllers are more comfortable because they're larger. Oh, and now it plays Elden Ring.
I don't consider the Switch a traditional home console in the same category as the PS and Xbox brands.

It's a hybrid console and is sold as such. I'm sure size will be a factor to some, but people will buy a big ass console if it's solid, with good games, and the branding is presented well.

Japan has embraced the miniaturization of HW more so than most places on the planet so it will probably matter a lot more there.

People will still find a way to make a big ole console work before they make the switch (hehe Switch) to PC. I was commenting on PC gaming being an alternative to the increase in console size which was an inevitably.
 
Also, unless there's a RAM limitation that completely defeats the point of all Ray-Tracing speculation we've had for years now, Persona 3 Reload and Persona 6 (if it uses Ray-Tracing) will probably use the ray-tracing reflections that were used in Persona 3 Reload. They actually look really good honestly, it's a good use of Ray-tracing for a very basic task. I like it.
Even without ray tracing I'd consider it a W. I think metaphor has ray tracing too, at least according to the xbox site's description. Switch 2 should have on par RT to current consoles correct?
 
I don't consider the Switch a traditional home console in the same category as the PS and Xbox brands.

It's a hybrid console and is sold as such. I'm sure size will be a factor to some, but people will buy a big ass console if it's solid, with good games, and the branding is presented well.

Japan has embraced the miniaturization of HW more so than most places on the planet so it will probably matter a lot more there.

People will still find a way to make a big ole console work before they make the switch (hehe Switch) to PC. I was commenting on PC gaming being an alternative to the increase in console size which was an inevitably.
Ok. You don't consider it such.

Others do. That was my entire point. 😅

Your viewport of the world does not see the entire thing all at once, and nobody's can, but you can't make definitive statements about the markets, living environments and tastes of others purely based on your own window.

Size is a factor to LOTS of people, and Nintendo has intentionally marketed the Switch not only as a hybrid, but a home console and a handheld. Because it is one. It is a home console. Nintendo considers it one.

People MAY find a way to make a big console work. But then what's the point, aren't consoles meant to be the easy, don't have to think about it option? That doesn't track. It's just part of how Switch is viewed, used and marketed; its small size is appealing.

This reminds me of one of the biggest praises I've ever seen anyone give a console, it was Yahtzee Croshaw of Zero Punctuation ~ Fully Ramblomatic fame, when he said Nintendo Switch is the only console thst lives in his LIVING ROOM. Because it's small, so it's easy to set up, and has a wide variety of games! He's a notoriously HARSH critic, that is his brand, and one of his biggest compliments he's ever given a console is "easy to set up". A full time video game journalist, an office full of every variation of every relevant bit of hardware he could want. And what wins, at the end of the day? Convenient, easy to transport, easy to set up.
 
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Even without ray tracing I'd consider it a W. I think metaphor has ray tracing too, at least according to the xbox site's description. Switch 2 should have on par RT to current consoles correct?
Yes, and Persona 3 Reload's RT isn't too demanding at all. My laptop was using a 150% render scale (so 4K on my laptop) at max settings and hit a fairly consistent 120 fps (once i fixed a specific bug in the PC version) on a Laptop 4070. If that can run extremely well, I don't see why the Switch 2 couldn't run it with RT at good settings.

It should be noted that P3R's RT isn't that impressive at all. It's pretty bare minimum, being pretty much only reflections. Granted, they looked excellent all things considered, but it isn't nearly as demanding as lighting or shadows. It's literally only reflections, regardless of how nice they look on the smudged Tartarus floor, which they look really nice tbf. It's a good use of RT in the context of Persona 3.

If Metaphor has Ray-tracing too, it's likely a more extensive use of it... maybe? Idk, it's a higher budget project than Persona 3 Reload, so we'll have to see.
 
There are genuinely life situations that make console gaming impossible where Nintendo Switch suddenly makes it VERY possible because it sips power, comes with two controllers out of the box, is small and easy to transport. These people simply WOULDN'T GAME without Nintendo Switch!

I don't think Nintendo is going to give much leeway on any of these factors going into the next generation because of this. Detachable controllers, two in the box. Sips power, doesn't chug it. Kickstand, small footprint. It can do all this while making more comfortable controllers and having a larger screen
 
Ok. You don't consider it such.

Others do. That was my entire point. 😅

Your viewport of the world does not see the entire thing all at once, and nobody's can, but you can't make definitive statements about the markets, living environments and tastes of others purely based on your own window.

Size is a factor to LOTS of people, and Nintendo has intentionally marketed the Switch not only as a hybrid, but a home console and a handheld. Because it is one. It is a home console. Nintendo considers it one.

People MAY find a way to make a big console work. But then what's the point, aren't consoles meant to be the easy, don't have to think about it option? That doesn't track. It's just part of how Switch is viewed, used and marketed; its small size is appealing.

This reminds me of one of the biggest praises I've ever seen anyone give a console, it was Yahtzee Croshaw of Zero Punctuation ~ Fully Ramblomatic fame, when he said Nintendo Switch is the only console thst lives in his LIVING ROOM. Because it's small, so it's easy to set up, and has a wide variety of games! He's a notoriously HARSH critic, that is his brand, and one of his biggest compliments he's ever given a console is "easy to set up".
I think that’s why the series s is outselling the series x is that it’s small and looks good in a living room, especially if you live in a small apartment/dorm. Like the Oled biggest pro is that it’s a sleek looking console, in a way that it’s not an eye sore. Sadly for me, the ps5 is ridiculously big, especially since I live in a small room with my monitor. (Still love my ps5 though)
 
Exactly. Pull power from the wall means power efficiency isn't as important. It's already going to be mighty efficient in power compared to other devices.

To add, a good reason for 1.1Ghz in docked mode even if it could go higher has a bit to do with the Ampere architecture vs RAM bandwidth per TFlop, based on using LPDDR5 with its 102.4GB/s. I don't recall the exact numbers off the top of my head, but I think on the more efficient numbers, that hung around 24GB/s per TFlop, so having what amounts to ~3.4TFlops at 1.1Ghz means it uses around 81.6GB/s, leaving just over 20GB/s, which the CPU could use. If they went with LPDDR5X, they could push the GPU even more given the additional bandwidth, assuming stability and thermals are in check.

Again we are thinking of Ampere architecture in relation to PC hardware, but if the Switch 2 not only has an FDE(File Decompression Engine), 12-16GB RAM and some sort of fast SSD like storage. The way games are created will change and not be bottlenecked by limitations of old...

That was the primary solution to load everything into memory because the lowest common denominator of hardware has slow mechanical drives.

We just don't know enough yet about final clocks, cache amounts and final memory bandwidths in handheld and docked.
25GB per Tflop on Ampere is for GA107, but as it goes up the stack cards with more cache allotments have less bandwidth per TFlop for Ampere.

Also, I can see Nintendo being that company wanting to make sure Switch is still efficient in docked mode.
After all the form factor of being able to switch on the fly means the device is always on battery power in both handheld and docked mode.
Which has a overall determining factor on the shelf life of the internal battery. Sony and Microsoft probably wouldn't care about this, but I can totally see Nintendo factor this stuff in...
 
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Even without ray tracing I'd consider it a W. I think metaphor has ray tracing too, at least according to the xbox site's description. Switch 2 should have on par RT to current consoles correct?
Why? Are they just experimenting on their games? For P3R it was not that great of an implementation. I am expecting a minimal implementation as well.

It should not be a problem for the next nintendo system.
 
I remember this post below from Raploz that the result is a better Ray Tracing on the Ps5-like hardware than in the ampere hardware.
Raploz's analysis was insufficient here, though it's not obvious why.

The first problem is that he's comparing benchmarks from different youtube channels. Those benchmarks aren't using the same settings, resolutions, CPU, or RAM. All those things have huge effects on the numbers, so you can't really compare them

The second problem is that Minecraft with RT on isn't "pure RT". Like every other RT game, it's a mix of RT effects and old school raster rendering. No one is saying that PS5 won't beat T239 at old school rendering. Only measuring them combined lets sluggish RT on PS5 "hide" inside the faster rasterization.

Obviously real games are going to use both combined, but the way they combine those two things will vary from game to game. If we wanna speculate about it, we really need to isolate the RT part away from the rasterization part. And we want to do it on machines that are identical except for the GPUs, so we have real values. Here is what I came up with

Step one, benchmark a game with RT off:
For example, our test machine, with an RTX 3050, running Control at high settings, 1440p, gets an average of 55 fps

Step two, repeat benchmark with RT on:
Same machine, same RTX 3050, Control at high settings, still 1440p, but with RT effects "on", gets an average of 29 fps.

Step three, convert FPS to frame time
55 frames-per-second, 18.18ms for the RTX 3050 to draw a rasterized Control frame
29 frames-per-second, 34.48ms per the RTX 3050 to draw a ray traced Control frame.

Step four, remove the rasterization time from the ray trace time
To be fair here, when we turn on RT we turn off some rasterized lighting effects. So this isn't how much time for RT so much as how much extra time RT takes instead of raster effects. This will vary, again, depending on how many RT effects the game has, and at what level of fidelity.
34.48ms - 18.18ms = 16.30ms of time to add RT effects to Control on a 3050.

Step five, convert that back to a "pure ray tracing" FPS
This is just to keep "higher is better" in all the numbers. It makes comparison with other metrics easier.
At 16.13ms to ray trace a frame of Control, the RTX 3050 could do that 61.34 times a second.

Step 6, do that over and over again for a bunch of GPUs.
To be clear, I didn't do this. I don't have this much hardware, the necessary analysis tools, or time. But Digital Foundry does, so I used their numbers

RTX 3050RTX 3060RTX 3060TiRTX 3070RTX 3070TiRX 6600XRX 6600 XTRX 6700XT
41.5661.3485.0992.498.3728.5636.2039.53

Step 7, Adjust for TFLOPS
Not all these cards are in the same performance categories, and we want to find out generally what is the difference between AMD's hardware and Nvidia's. So we need to get the ray-tracing performance per TFLOP. If this analysis makes sense, then we should get pretty similar numbers for all the RTX cards, and a different set of similar numbers for the RX cards. Low and behold

RTX 3050RTX 3060RTX 3060TiRTX 3070RTX 3070TiRX 6600RX 6600XTRX 6700XT
4.564.835.254.554.533.193.412.99

Step 8, average for each architecture
At this point we're doing a lot of averages, so the error bars are pretty high, but we're clearly seeing better perf from Nvidia.

AmpereRDNA2
4.743.20

Step 8, add mores games
Not all games combine RT and raster effects the same. Fortunately, we also have data for a second game, Metro Exodus. I'll save you the charts. but Metro Exodus has lighter RT load than Control

GameAmpereRDNA2Difference
Control4.743.20148%
Metro Exodus8.834.66189%
Combined score6.783.93172%

There is a likely reason that the leap gets higher for the easier game - Ampere doesn't just "do RT faster" it accelerates more parts of the RT pipeline than RDNA2. Depending on which parts of the pipeline you lean hardest on, you're going to get different numbers. But for this simple, back-of-the-envelope analysis we will combine the two benchmarks, in order to increase the number of data points we have.

Step 9, extrapolate for the consoles
We can take our per-TFLOP score for the architectures to generate per-machine scores for the consoles. We'll assume T239 is running at a cool 1GHz
T239Series SPS5Series X
20.8115.7239.347.16

Conclusions, Part I
We've known that Nvidia outperforms AMD at RT, but this helps extract how much in a way that lets us talk about our unreleased hardware. As we can see, T239 is outperforming the Series S by about a third, and the PS5 is a little shy of double the T239.

But we also know that games vary in how much they use RT - look at Metro Exodus vs Control - and we know that rasterization perf still matters. There is no single number that can tell us "how many RT effects will we get compared to Sony."

Conclusion Part II
In the real world, these consoles will never go head to head like this. Let's imagine three make-believe games:

The Last Gen Port Of Us: Premastered - This is an imaginary PS3/PS4 era game, that later added some RT in a "remastered" version. This is a game that both Drake and the other consoles can max out the settings on. After maxing out, Drake is running close to full capacity, yet the others have plenty of horsepower to spare - horsepower that can be spent on turning on every new RT effect and calling it a day. Drake's nice dedicated RT cores aren't enough to overcome that gap.

President Weevil - a cross-gen showcase, built with RT in mind, but also with a strong non-RT backup. Designed to scale down to last gen consoles, and up to current gen. Series S gets basically the last gen version, running at a nice 1080p30, with baked lighting. PS5 has a RT mode that is also 30fps, but is 4k, and adds in RT effects. Drake can't even do Series S res, but it's got all this extra RT power hanging around it can actually keep the RT effects that Series S lost. 720p+RT

Mario Court - Camelot finally develops the Mario Jousting game that is their destiny, a Switch 2 exclusive. Unlike even Sony and Microsoft's exclusives, which still go to PC, Mario Court was built exclusively for a machine with dedicated RT hardware. In terms of number of RT effects used, it matches or outshines many PS5 games, partially because it is very carefully managing the amount of geometry, the number of light sources, and the resolution to maximize the effect, and keep costs low. Rendering nerds can pick it apart, easily, but everyone has to admit that it just looks good.

Conclusion Part III
I expect Nintendo to take better advantage of RT than any one else this gen, because they've only got to handle the one RT capable platform, and as has been pointed out, RT is definitely present, but it's not yet ubiquitous in the PC space. Even "better" performance can be dwarfed by having every single first party Nintendo game share a common, RT hardware exclusive, highly optimized lighting engine.

The theoretical performance of Switch 2 in RT rendering matters less than how much developers are willing to preserve those RT effects. If third parties aren't really yet taking advantage of RT, then going the extra mile to support RT on Switch 2 might take a back seat, especially if it's not well integrated into their engines.

It'll be interesting to see how Lumen and other hybrid GI solutions play out. Where RT is just a developer toggle inside a generic lighting solution, instead of customizing each individual RT feature for performance/quality, I imagine many developers will simply turn hardware lumen "on" or "off" based on what offers the best performance/quality. If a game is hurting for perf, going to software lumen might offer a benefit that's worth it, for 0 hardware RT effects. On the other hand if a game has some headroom, then turning on all hardware Lumen might be a late-game quality boost in a port that is already hitting it's performance target

Cavets
DLSS Upscaling obviously opens up "similar quality lower internal resolution" possibilities. Ideally, though, you want to run RT at the output res, not the input. So maybe DLSS upscaling helps, by opening up GPU performance, but it's indirect, and a per-game thing.

DLSS Ray Reconstruction opens up a new possibility - "similar quality, fewer rays." But we don't know how much that's true, because the few games that use RR don't let us independently control number of rays and RR on or off. Right now RR is just a quality booster for high end experiences - kinda like how Upscaling was a performance booster for 4k only in the early days.

Just like upscaling, RR has a cost, and it's not clear to me that the performance advantage of fewer rays will overcome the performance cost of RR, at similar quality. Color me cautiously optimistic, emphasis on the cautious.

And all of this assumes that AMD's software doesn't improve, or that Sony's PS5 Pro doesn't bring new software tools to the base models - Nvidia's software is better and takes advantage of their custom hardware, but it's not magic. PS5 and Series X are just plain bigger, and David beating Goliath is a good story because it's rare that the little guy wins.

Conclusions, Part IV
I think it'll be a better RT machine than the Series S - ie better at keeping RT on in cut down ports of 3rd party games, and more first party RT experiences. That doesn't mean that every other visual aspects of games will also be better. Just that the math on Drake for which settings to cut and keep will not match the other machines.
 
Why? Are they just experimenting on their games? For P3R it was not that great of an implementation. I am expecting a minimal implementation as well.

It should not be a problem for the next nintendo system.
IMO, P3R is a great implementation. RT doesn't have to be "transformative". it's supposed to be high quality for minimal work, which it accomplishes well. and it even runs on low end hardware
 
IMO, P3R is a great implementation. RT doesn't have to be "transformative". it's supposed to be high quality for minimal work, which it accomplishes well. and it even runs on low end hardware
Agreed 100%. It enhances the look of the game, but doesn't kill your performance to make it happen. I can run the game maxed out at 1080p, with 125% res scaling on my mobile 2060 at a rock solid 60 FPS
 
IMO, P3R is a great implementation. RT doesn't have to be "transformative". it's supposed to be high quality for minimal work, which it accomplishes well. and it even runs on low end hardware
It will be transformative once the hardware is eventually there and becomes the standard, no doubt. However, I must say that's one of the best implementations considering that's exactly what RT is supposed to do, replace rasterization techniques for a fraction of the effort to get them right.
 
0
Rumoured third-party games for Switch 2 so far.

Far Cry 7
Jet Set Radio
Crazy Taxi Reboot
Shinobi
Golden Axe
Street of Rage
Persona 3 Reload
Persona 6
Metaphor
Monster Hunter Wilds
Spyro 4
Crash Bandicoot
Hi Fi Rush
Sea of Thieves
Red Dead Redemption 2
Was MH Wilds actually rumoured from someone? Or was that common wishful thinking based on the current visuals like the new Mana game?
 
Rumoured third-party games for Switch 2 so far.

Far Cry 7
Jet Set Radio
Crazy Taxi Reboot
Shinobi
Golden Axe
Street of Rage
Persona 3 Reload
Persona 6
Metaphor
Monster Hunter Wilds
Spyro 4
Crash Bandicoot
Hi Fi Rush
Sea of Thieves
Red Dead Redemption 2

Baldur's Gate 3's should also be listed in here as well, due to accidently leaving in the credit for Nintendo's producer who handles technical support and communications. There'd be no reason they'd be credited unless the game was planned for release on their platform and given how the game struggles with CPU-side of things, there's no way this is Switch bound.
 
Was MH Wilds actually rumoured from someone? Or was that common wishful thinking based on the current visuals like the new Mana game?
I'd be surprised if MH Wilds doesn't end up being on Switch 2.

MH and Nintendo go way back. Except for Monster Hunter World, every mainline MH game as been on Nintendo consoles since Monster Hunter Tri (2009).
 
Rumoured third-party games for Switch 2 so far.

Far Cry 7
Jet Set Radio
Crazy Taxi Reboot
Shinobi
Golden Axe
Street of Rage
Persona 3 Reload
Persona 6
Metaphor
Monster Hunter Wilds
Spyro 4
Crash Bandicoot
Hi Fi Rush
Sea of Thieves
Red Dead Redemption 2
Baldur's Gate 3
One is a day one purchase. Three others will be based on reviews.
 
0
Rumoured third-party games for Switch 2 so far.

Far Cry 7
Jet Set Radio
Crazy Taxi Reboot
Shinobi
Golden Axe
Street of Rage
Persona 3 Reload
Persona 6
Metaphor
Monster Hunter Wilds
Spyro 4
Crash Bandicoot
Hi Fi Rush
Sea of Thieves
Red Dead Redemption 2
Baldur's Gate 3
That's a nice list of rumoured games for being 1 year ahead of launch and without any official acknowledgement. I'm here for like half a dozen of them.

Do we have a comparable list for Switch 1, btw? If memory serves, then I feel this list was a lot more muted for NX (except that DQXI was straight up confirmed for it by Squeenix).
 
Was MH Wilds actually rumoured from someone? Or was that common wishful thinking based on the current visuals like the new Mana game?

Rise sold like 8 million copies on the Switch, so there's 8 million reasons there why Capcom will want it there, that's too much money to look off of even if they want to do a Rise 2 later on.
 
That's a nice list of rumoured games for being 1 year ahead of launch and without any official acknowledgement. I'm here for like half a dozen of them.

Do we have a comparable list for Switch 1, btw? If memory serves, then I feel this list was a lot more muted for NX (except that DQXI was straight up confirmed for it by Squeenix).
don't forget Ridge Racer 8 which is likely to be exclusive.
 
Rumoured third-party games for Switch 2 so far.

Far Cry 7
Jet Set Radio
Crazy Taxi Reboot
Shinobi
Golden Axe
Street of Rage
Persona 3 Reload
Persona 6
Metaphor
Monster Hunter Wilds
Spyro 4
Crash Bandicoot
Hi Fi Rush
Sea of Thieves
Red Dead Redemption 2
Baldur's Gate 3
Ridge Racer 8
Dragon Quest XII
wasn't GTA 6 rumoured for switch 2 ?
 
Please read this staff post before posting.

Furthermore, according to this follow-up post, all off-topic chat will be moderated.
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