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

What enhanced model do you think we will get? Definitely not a 7nm TX1.

If we are getting the Orin NX, then it's not going to be a "pro upgrade." This won't be like the xbone to xbone x. The architecture is completely different in all fronts. Brand new GPU, CPU (A78s), new tools features such as DLSS. We are getting a CPU that could be 10x faster than the current switch, and 4x faster GPU on paper without DLSS. With DLSS we are talking about a generations worth of performance. And RAM and bandwidth? 8-12GB Ram with up to 4x as much bandwidth.

How Nintendo markets it is another story, but as an iterative successor is one way.
Enhanced model, iterative successor, potato potahto. Software ecosystems are now hardware agnostic so having a different architecture or process node doesn't define how Nintendo markets it.

Personally I agree they'll be marketing it as an iterative upgrade model, basically calling it a Switch (4k Model) like they do with the OLED model.
 
It will likely still be Orin NX or whatever chip The Switch 2 will use. Maybe a smaller node for better battery and higher clocks (5nm?). Most likely the same battery as the switch 2 model with the same clock speeds.

What enhanced model do you think we will get? Definitely not a 7nm TX1.

If we are getting the Orin NX, then it's not going to be a "pro upgrade." This won't be like the xbone to xbone x. The architecture is completely different in all fronts. Brand new GPU, CPU (A78s), new tools features such as DLSS. We are getting a CPU that could be 10x faster than the current switch, and 4x faster GPU on paper without DLSS. With DLSS we are talking about a generations worth of performance. And RAM and bandwidth? 8-12GB Ram with up to 4x as much bandwidth.

How Nintendo markets it is another story, but as an iterative successor is one way.
Orin NX is a full Orin with half of the chip disabled, so that definetily isnt what Nintendo would use. Dane would be a semi custom, cut down version of Orin with all of the automotive focused features removed, and probably some gaming focused features added.
 
Orin NX is a full Orin with half of the chip disabled, so that definetily isnt what Nintendo would use. Dane would be a semi custom, cut down version of Orin with all of the automotive focused features removed, and probably some gaming focused features added.
Has it been confirmed that NX is a binned version of AGX with disabled components? Looking at their release pages, I can only see the board dimension, not the die size, though they do look similar when placed side by side.
 
I'm sure they could use a relatively cheap one for their handhelds, but software emulation has historically not been a huge issue for those.

The Linux part is weird, because it suggests something relatively standalone so there won't be a Switch around to drive it.

Yeah, Linux (and Yocto specifically, which is used in embedded/IoT applications) may suggest a standalone device. Given the focus on video streaming, presumably a streaming stick, or AR/VR headset.

Alternatively, it might not be for anything consumer-focussed at all. It might just be some kind of internal testing device.
 
Has it been confirmed that NX is a binned version of AGX with disabled components? Looking at their release pages, I can only see the board dimension, not the die size, though they do look similar when placed side by side.

Quoting an old post from Thraktor.

Just catching up on the Jetson Orin info from GTC. There's not much surprising about it, with the exception of RT, but it's nice that we've got a white paper on the architecture, as I'd imagine Dane will be very similar. On the RT cores, the fact that they're there at all is a surprise, but perhaps more interesting is the choice to include half as many of them as desktop Ampere. It almost seems as if they're there for compatibility reasons, or maybe they found some limited automotive use-cases for them and decided to keep some limited functionality there. In any case, it does increase the likelihood that we see RT cores in Dane, but it reduces the expected performance of those cores even lower (from a pretty low base), so I still have low expectations of many games making extensive use of them.

There is one thing which we can infer from the photos provided, though, which is the size (and therefore transistor density) of Orin. In particular, the Jetson AGX Orin and Jetson Orin NX pages both provide nice head-on photos of the boards, which makes calculating the die size easy. As these don't show the actual bare die (just a grey rectangle with the Nvidia logo), I also used the photo in this press release, which shows an actual bare die, but is lower resolution and at an awkward angle.

Using each of the three photos, the calculation in each case comes to a 22.1mm x 20.8mm die (+- about 0.1mm), for a die size of approx 460mm2. This tells us a few things:
  1. The Jetson Orin NX chip is the full Orin die, just binned with parts disabled. This is as I would have expected, but good to get confirmation.
  2. The Orin die has a density of approx 45.6 million transistors per mm2, assuming 21 billion transistors is still correct.
  3. This is in line with the density of GA102, GA104, etc., so it's likely using an identical 8N manufacturing process, and isn't using higher-density mobile libraries.
So, if we're to assume about a 100mm2 die size for Dane, a transistor count of about 4.5 billion seems likely. This compares to 2 billion transistors for the TX1/Mariko chips used in existing Switch models.
 
Who said anything about hardware slipping? If the hardware slipped then it would be longer then the timeframe I’ve mentioned. However, I’m talking about a scenario where the hardware was just flat out planned for late 2023-early 2024 instead of late 2022-early 2023.
Okay, if Bloomberg and Nate are wrong with the hardware slipping into late 2023?
You mentioned slipping... I'm confused if you intended this or not.
You may as well release the game now then do the same thing Sony & Xbox are doing with upgrades while making a separate port later down the line so as to not overburden the team again. The Dane will be perceived better anyway even without BOTW2 especially if a new MK happens to be on the system relatively soon.
overburden them in what way? it is still a switch game and they had to take the job of doing it now or later, it isn't a switch 2 game being downgraded, easier to scale up than to scale down from a much stronger platform.

if you had said say, Metroid Prim 4 as a launch title exclusive to the switch 2 then yeah that's a big burden to take, but the current example is breath to the wild 2 which was built with the switch 1 as the basis. The switch 2 would just be easier to work with than the switch.

and it isn't like they don't already optimize with for the portable specifications and the docked specification
I'll say Orion and Switch 2 as much as I want, dammit.

Orin NX 😐
and suddenly the world is mended by the power of the bionis🤭 ;)

While I agree with your reasoning, Emily wrote a Tweet around E3 2022 in which she mentioned that Zelda and the Revision were no longer coupled. She may have been thinking of OLED, I'm not sure, but it seems relevant to the discussion.

EDIT: receipts. https://www.google.com/url?sa=t&sou...Qjjh6BAgaEAE&usg=AOvVaw0IVMGNSUHYurleY7EBt-KV
this also seems pretty suspect, I find it odd Emily hasn't heard of anything at all in what seems like any facet when Emily would hear of something happening still, even if faint. Or maybe she has but it isn't something coherent so she rather not leak or release details as there is no point in releasing details if not enough information has been accrued from her end.
Has it been confirmed that NX is a binned version of AGX with disabled components? Looking at their release pages, I can only see the board dimension, not the die size, though they do look similar when placed side by side.
I cannot find anything, but considering it is the same die size and follows the same nomenclature as previous Nvidia SOCs, assuming it is a binned version of the AGX with some parts disabled is the safest best. Otherwise I don't know how a chip with less features is the same size, lots of wasted space imo.

Yeah, Linux (and Yocto specifically, which is used in embedded/IoT applications) may suggest a standalone device. Given the focus on video streaming, presumably a streaming stick, or AR/VR headset.

Alternatively, it might not be for anything consumer-focussed at all. It might just be some kind of internal testing device.
It could also just be something for Nintendo theme park. They are working on things in the background for that. So consumer focused but not for the switch necessarily.

Who knows? down the line a Metroid themed one with a VR or AR moment. But maybe not now, currently what is next are the Donkey Kong and Zelda series if they haven't been built already.
 
You mentioned slipping... I'm confused if you intended this or not.

overburden them in what way? it is still a switch game and they had to take the job of doing it now or later, it isn't a switch 2 game being downgraded, easier to scale up than to scale down from a much stronger platform.

if you had said say, Metroid Prim 4 as a launch title exclusive to the switch 2 then yeah that's a big burden to take, but the current example is breath to the wild 2 which was built with the switch 1 as the basis. The switch 2 would just be easier to work with than the switch.

and it isn't like they don't already optimize with for the portable specifications and the docked specification

and suddenly the world is mended by the power of the bionis🤭 ;)


this also seems pretty suspect, I find it odd Emily hasn't heard of anything at all in what seems like any facet when Emily would hear of something happening still, even if faint. Or maybe she has but it isn't something coherent so she rather not leak or release details as there is no point in releasing details if not enough information has been accrued from her end.

I cannot find anything, but considering it is the same die size and follows the same nomenclature as previous Nvidia SOCs, assuming it is a binned version of the AGX with some parts disabled is the safest best. Otherwise I don't know how a chip with less features is the same size, lots of wasted space imo.


It could also just be something for Nintendo theme park. They are working on things in the background for that. So consumer focused but not for the switch necessarily.

Who knows? down the line a Metroid themed one with a VR or AR moment. But maybe not now, currently what is next are the Donkey Kong and Zelda series if they haven't been built already.
I’m sure Universal is handling the team park stuff, with Nintendos oversight. I remember reading about the programmers for the Mario kart ride, meeting with Miyamoto.
 
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You mentioned slipping... I'm confused if you intended this or not.
Probably should have used a different word but I have always been talking about a scenario where the hardware is firmly planned for late 2023 past the dates both Nate & Bloomberg are talking about.
overburden them in what way? it is still a switch game and they had to take the job of doing it now or later, it isn't a switch 2 game being downgraded, easier to scale up than to scale down from a much stronger platform.

if you had said say, Metroid Prim 4 as a launch title exclusive to the switch 2 then yeah that's a big burden to take, but the current example is breath to the wild 2 which was built with the switch 1 as the basis. The switch 2 would just be easier to work with than the switch.
It sounds like a major undertaking and development - it's a massive game you're releasing across two different platforms. I'd love to know the challenges of creating such a big game and making sure that it was done in time for the launch of Nintendo Switch.

Aonuma:
Yes, this was a development process where on numerous occasions we've had to say, "Sorry, we need more time", and because the process was so long there were actually a lot of problems that got naturally resolved over time.

One of the major problems we faced on a game of this size was actually coordinating everything, and by that I mean creating this huge open world by lots of development staff. Each individual person might be working on just one part of that world, but if they're working without a broader context, within isolation, then they might think, "I'm creating this particular area or feature or object", but if they don't know how that fits into the broader world and context of the game, things won't tie together very well.

We had to make sure everyone was communicating as much as possible, and everyone had an idea of that broader world, but we really had to make sure all the development staff could play the game as much as possible. That takes a long time for a game of this size as you can imagine. So we had to take time throughout the development period to really play the game and make sure that this cohesion was maintained.

Another example of a challenge we faced was the physics engine. We wanted a consistent physics engine throughout the world that worked in a logical and realistic way. Actually implementing that was sometimes more complicated than it seemed. [For example], one day I picked up the latest build of the game and went to an area, and saw that all the objects that were supposed to be in that area weren't there. I was quite surprised and confused, and I realised after asking the programmer, the reason the objects weren't there was because the wind in-game had blown them all away.
Even if you are scaling up I don’t want a situation where we hear this again in an interview because they decided to delay the game for new hardware. While they have lots of it done already with the first game everyone here should know that complications can still arise between platforms. This in addition to whatever else they may be implementing with the next game.
 
Probably should have used a different word but I have always been talking about a scenario where the hardware is firmly planned for late 2023 past the dates both Nate & Bloomberg are talking about.
Ah, now it makes more sense.
It sounds like a major undertaking and development - it's a massive game you're releasing across two different platforms. I'd love to know the challenges of creating such a big game and making sure that it was done in time for the launch of Nintendo Switch.

Aonuma:
Yes, this was a development process where on numerous occasions we've had to say, "Sorry, we need more time", and because the process was so long there were actually a lot of problems that got naturally resolved over time.

One of the major problems we faced on a game of this size was actually coordinating everything, and by that I mean creating this huge open world by lots of development staff. Each individual person might be working on just one part of that world, but if they're working without a broader context, within isolation, then they might think, "I'm creating this particular area or feature or object", but if they don't know how that fits into the broader world and context of the game, things won't tie together very well.

We had to make sure everyone was communicating as much as possible, and everyone had an idea of that broader world, but we really had to make sure all the development staff could play the game as much as possible. That takes a long time for a game of this size as you can imagine. So we had to take time throughout the development period to really play the game and make sure that this cohesion was maintained.

Another example of a challenge we faced was the physics engine. We wanted a consistent physics engine throughout the world that worked in a logical and realistic way. Actually implementing that was sometimes more complicated than it seemed. [For example], one day I picked up the latest build of the game and went to an area, and saw that all the objects that were supposed to be in that area weren't there. I was quite surprised and confused, and I realised after asking the programmer, the reason the objects weren't there was because the wind in-game had blown them all away.
Even if you are scaling up I don’t want a situation where we hear this again in an interview because they decided to delay the game for new hardware. While they have lots of it done already with the first game everyone here should know that complications can still arise between platforms. This in addition to whatever else they may be implementing with the next game.
I think it needs to be made more clear into context at what they had to deal with, the reason why they needed more time is that they weren’t really moving from the hardware vendor that they had to something newer that the same hardware vendor already had, they switch vendors. They went from AMD/PowerPC to Nvidia/arm, that is a massive undertaking already. It’s like moving from the PS3 to the PS4, this is not a trivial amount of work. However Nintendo will be moving from nVidia/arm to... well, NVidia/arm. This already cut down a drastic part of the effort needed to release a game on two systems.

If the next system is Nvidia/arm, like we expect, and follows the same format that the switch currently does already which it would most likely do considering it would be a backwards compatible system, then this is not comparable to the Nintendo Wii U and the Nintendo switch release of breath of the wild which was, again, a massive undertaking due to different hardware architectures and hardware features.

Now will the process be straight up easy? No because they have to figure out to have backwards compatibility, and this is the same thing that Microsoft has had to do, and the same thing that Sony has had to do with their PS5 and Xbox series consoles respectively.

But the scaling up process is much easier than working with two drastically different systems.

to offer an example, horizon forbidden west was a much easier job on the PS4 and 5 relatively speaking to breath of the wild on the Wii U and switch, because PS5 is an iteration of the PS4 hardware but better.
 
I don't see point of having RT on low power devices when GTX 3050 on Desktop then next iteration of Switch, a successor will have less than half performance of it.

Anyway it will take far less effort for Nintendo to make Switch games to work on next iteration and Nintendo doesn't need to release BOTW 2 when when new hardware releases as they could have pre-release final build of next iteration and just implement features that get activated when it finds out its on new hardware.
 
Ah, now it makes more sense.

I think it needs to be made more clear into context at what they had to deal with, the reason why they needed more time is that they weren’t really moving from the hardware vendor that they had to something newer that the same hardware vendor already had, they switch vendors. They went from AMD/PowerPC to Nvidia/arm, that is a massive undertaking already. It’s like moving from the PS3 to the PS4, this is not a trivial amount of work. However Nintendo will be moving from nVidia/arm to... well, NVidia/arm. This already cut down a drastic part of the effort needed to release a game on two systems.

If the next system is Nvidia/arm, like we expect, and follows the same format that the switch currently does already which it would most likely do considering it would be a backwards compatible system, then this is not comparable to the Nintendo Wii U and the Nintendo switch release of breath of the wild which was, again, a massive undertaking due to different hardware architectures and hardware features.

Now will the process be straight up easy? No because they have to figure out to have backwards compatibility, and this is the same thing that Microsoft has had to do, and the same thing that Sony has had to do with their PS5 and Xbox series consoles respectively.

But the scaling up process is much easier than working with two drastically different systems.

to offer an example, horizon forbidden west was a much easier job on the PS4 and 5 relatively speaking to breath of the wild on the Wii U and switch, because PS5 is an iteration of the PS4 hardware but better.
Sure, I understand that it will be easier between two similar hardwares compared to two different ones but I rather them release; then do enchantment like PS/MS while potentially making an upscale port that they can sell at another date. I think that would be easier on the team while also allowing to take advantage of new hardware without having to delay or stressing them if their are complications. It’s why I said it was silly since there are other options out there at this point.
 
I don't see point of having RT on low power devices when GTX 3050 on Desktop then next iteration of Switch, a successor will have less than half performance of it.

Anyway it will take far less effort for Nintendo to make Switch games to work on next iteration and Nintendo doesn't need to release BOTW 2 when when new hardware releases as they could have pre-release final build of next iteration and just implement features that get activated when it finds out its on new hardware.
The case is that there are already RT cores in the Orin architecture, so if Nintendo doesn’t want them, they actually have to do custom engineering to remove them.

I agree they probably won’t be terribly effective, especially since Orin only has half the RT cores per sm, compared to desktop ampere. But when they’re there, I’m sure Nintendo will find a usecase for them. RT audio maybe.
 
Sure, I understand that it will be easier between two similar hardwares compared to two different ones but I rather them release; then do enchantment like PS/MS while potentially making an upscale port that they can sell at another date. I think that would be easier on the team while also allowing to take advantage of new hardware without having to delay or stressing them if their are complications. It’s why I said it was silly since there are other options out there at this point.
I’d rather they not do that, thanks.
 
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I don't see point of having RT on low power devices when GTX 3050 on Desktop then next iteration of Switch, a successor will have less than half performance of it.

Anyway it will take far less effort for Nintendo to make Switch games to work on next iteration and Nintendo doesn't need to release BOTW 2 when when new hardware releases as they could have pre-release final build of next iteration and just implement features that get activated when it finds out its on new hardware.
the games will be tailored for it rather than need to span a wide range of hardware of various capabilities. if a dev started with the intention of making RT work on an RX 6500XT, they could do it.

shit, a fucking calculator can do RT. RT is very scalable. stuff like Cyberpunk and Dying Light 2 aren't the only options

 
Probably should have used a different word but I have always been talking about a scenario where the hardware is firmly planned for late 2023 past the dates both Nate & Bloomberg are talking about.

It sounds like a major undertaking and development - it's a massive game you're releasing across two different platforms. I'd love to know the challenges of creating such a big game and making sure that it was done in time for the launch of Nintendo Switch.

Aonuma:
Yes, this was a development process where on numerous occasions we've had to say, "Sorry, we need more time", and because the process was so long there were actually a lot of problems that got naturally resolved over time.

One of the major problems we faced on a game of this size was actually coordinating everything, and by that I mean creating this huge open world by lots of development staff. Each individual person might be working on just one part of that world, but if they're working without a broader context, within isolation, then they might think, "I'm creating this particular area or feature or object", but if they don't know how that fits into the broader world and context of the game, things won't tie together very well.

We had to make sure everyone was communicating as much as possible, and everyone had an idea of that broader world, but we really had to make sure all the development staff could play the game as much as possible. That takes a long time for a game of this size as you can imagine. So we had to take time throughout the development period to really play the game and make sure that this cohesion was maintained.

Another example of a challenge we faced was the physics engine. We wanted a consistent physics engine throughout the world that worked in a logical and realistic way. Actually implementing that was sometimes more complicated than it seemed. [For example], one day I picked up the latest build of the game and went to an area, and saw that all the objects that were supposed to be in that area weren't there. I was quite surprised and confused, and I realised after asking the programmer, the reason the objects weren't there was because the wind in-game had blown them all away.
Even if you are scaling up I don’t want a situation where we hear this again in an interview because they decided to delay the game for new hardware. While they have lots of it done already with the first game everyone here should know that complications can still arise between platforms. This in addition to whatever else they may be implementing with the next game.
Maybe my reading comprehension sucks, but to me Aonuma isn’t saying that the Switch caused them these problems. None of those things are platform related. They were making a large game, and they had to communicate constantly for it to stay coherent. The physics engine were behaving in unexpected ways, so that was challenging to deal with. That’s not platform related.
 
Next to none of games rely on ray tracing and if longevity of hardware is the goal then more CPU and GPU cores is the way.

Especially if one of major interests is to have as much third party support as possible hence hardware considerably more powerful than PS4.

In theory Nintendo could have gone for RTX 3050 down clocked to 768mhz as GPU and remove Tensor along RT cores to fit in the 4 A78 CPU cores.

If its indeed full Orin die with parts disabled, still powerful, but I wonder Orin die with disabled parts is used as approximation of next Nintendo hardware hence
 
I agree they probably won’t be terribly effective, especially since Orin only has half the RT cores per sm, compared to desktop ampere. But when they’re there, I’m sure Nintendo will find a usecase for them. RT audio maybe.
Not much is known, outside of RT cores being present on Orin. Nvidia interestingly has made no mention on the Jetson AGX Orin Data Sheet about which generation Orin's RT cores are part of, according to ILikeFeet. (Of course, I could speculate that there's a possibility Orin's RT cores are part of the same generation as the RT cores on Lovelace GPUs. And I could also speculate that there's a possibility the RT cores on Lovelace GPUs are as performant as the RT cores on Ampere GPUs, except Lovelace GPUs require less RT cores in comparison to Ampere GPUs.)
 
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FSR isn't AI upscaling nor a DLSS competitor. It's closer to a sharpening filter. It's neat to see Nintendo use it but it isn't that big of a deal.

I would love to see it being an option to use on all games if it was integrated into the OS. Like AMD does or Valve with Steam Deck.

Can RT cores be used for other stuff than Ray Tracking or Audio? Can’t it be used to offload shadows on the GPU?
 
I would love to see it being an option to use on all games if it was integrated into the OS. Like AMD does or Valve with Steam Deck.

Can RT cores be used for other stuff than Ray Tracking or Audio? Can’t it be used to offload shadows on the GPU?
I will note that RTGI nowadays is highly scalable, so RTGI can be done on the RT cores even if there are fewer in number.

NVIDIA's own RTXGI is so scalable in fact that it can run in software on the PS4
 
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Could anyone see the next Switch being marketed as the next version of the OLED model and it being called Nintendo Switch OLED Plus or something along those lines? Especially if it ships with an OLED screen it makes sense to follow that branding as OLED feels like it’s the premium side of the Switch family
 
Can RT cores be used for other stuff than Ray Tracking or Audio? Can’t it be used to offload shadows on the GPU?
No, since Nvidia mentions the RT cores on Ampere GPUs are primarily for bounding volume hierarchy (BVH) traversal, bounding box intersection, interpolate tri position (time), and triangle intersection.

Could anyone see the next Switch being marketed as the next version of the OLED model and it being called Nintendo Switch OLED Plus or something along those lines?
"Nintendo Switch OLED Plus" seems like a very confusing name to me, especially if there are substantial performance improvements, so no.
 
FSR isn't AI upscaling nor a DLSS competitor. It's closer to a sharpening filter. It's neat to see Nintendo use it but it isn't that big of a deal.
I think there’s enough people thirsty for a bit more resolution and frame rate help in Switch games that any implementation of these types of technologies will attract attention. And hasn’t Nintendo filed patents that indicate they’re working on a FSR or DLSS-like solution in-house? I know the underlying technologies and methods aren’t the same but in terms of their application, all these are intended to either improve resolution and/or frame rate.
 
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FSR isn't AI upscaling nor a DLSS competitor. It's closer to a sharpening filter. It's neat to see Nintendo use it but it isn't that big of a deal.
Maybe i misread but there was some talk elsehwere abotu PS5/Series X games finally talking advantage of FSR and pushing them to hold 4k 60fps, as if it's a peer competitor to DLSS. if it's just a sharpening filter how much of a perf gain does it offer really.
 
Maybe i misread but there was some talk elsehwere abotu PS5/Series X games finally talking advantage of FSR and pushing them to hold 4k 60fps, as if it's a peer competitor to DLSS. if it's just a sharpening filter how much of a perf gain does it offer really.
"FSR 4K Performance mode" basically means "Render at 1080p and upscale to 4K in a less ugly way", so the gain is in pretending it's higher resolution.
 
Maybe i misread but there was some talk elsehwere abotu PS5/Series X games finally talking advantage of FSR and pushing them to hold 4k 60fps, as if it's a peer competitor to DLSS. if it's just a sharpening filter how much of a perf gain does it offer really.
Because it's not just a sharpening filter :p

It's an adjusted Lanzcros Upscaler with a Final Sharpening pass
"FSR 4K Performance mode" basically means "Render at 1080p and upscale to 4K in a less ugly way", so the gain is in pretending it's higher resolution.
Well, overly grainy IQ in a post-FSR/NIS Image is usually either due to a lack of sharpening, too much sharpening, or too low base resolution for the level of upscale.
 
No, since Nvidia mentions the RT cores on Ampere GPUs are primarily for bounding volume hierarchy (BVH) traversal, bounding box intersection, interpolate tri position (time), and triangle intersection.


"Nintendo Switch OLED Plus" seems like a very confusing name to me, especially if there are substantial performance improvements, so no.
I know 'Plus' was a popular guess for the Switch Pro, but assuming this is an iterative successor , Switch 4K , Switch 2 may be their pick. Plus is too vague, given we have descriptive products like Switch OLED, it makes sense.
 

Senior Engineer, Embedded Systems (NTD)​



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FSR isn't AI upscaling nor a DLSS competitor. It's closer to a sharpening filter. It's neat to see Nintendo use it but it isn't that big of a deal.
I would like them to backport the renderer on every non-native res first party game that could use it, namely Xenoblade Chronicles 2.
 
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Ah, now it makes more sense.

I think it needs to be made more clear into context at what they had to deal with, the reason why they needed more time is that they weren’t really moving from the hardware vendor that they had to something newer that the same hardware vendor already had, they switch vendors. They went from AMD/PowerPC to Nvidia/arm, that is a massive undertaking already. It’s like moving from the PS3 to the PS4, this is not a trivial amount of work. However Nintendo will be moving from nVidia/arm to... well, NVidia/arm. This already cut down a drastic part of the effort needed to release a game on two systems.

There's also Wii U controller clearly having been part of the game's design for earlier stages, and removed at a point later on. We have no idea how much functionality they built in and ended up removing.

I can't help but feel like the puzzles that require you spin the controller upside-down were built with the Wii U + GamePad in mind, and were just given a pass on Switch despite them being miserable if you're playing handheld mode.

But yeah, I just cannot see Switch -> Switch revision being a massive dev. hurdle. If it's that much of a challenge to get a game compatible with both devices then they've really borked the goal of a seamlessly transition to the next 'gen' (something Furukawa mentioned in a last Q&A)

I know 'Plus' was a popular guess for the Switch Pro, but assuming this is an iterative successor , Switch 4K , Switch 2 may be their pick. Plus is too vague, given we have descriptive products like Switch OLED, it makes sense.

With how on explicit Switch OLED Model naming is, I've half a mind to think the next device will be called
Nintendo Switch
4K - OLED Model

Literally a dash delimited list of descriptors after the name.
 
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I will ask since I’ve been a lurker for awhile and new to this thread but do we really think a enhanced/pro switch is coming sometime early next year? I know we got that thing from NateDrake saying that it would be late 2022/early 2023 but that doesn’t seem like a good time for release from a timing and business side.

Timing wise is because the OLED just released and I don’t see Nintendo only giving a year before unveiling a new model especially when the launch, lite and OLED models are basically 2 years apart each. Also if the Pro model had pretty much all the features of the OLED but with DLSS that kinda makes the OLED imo.
 
There's also Wii U controller clearly having been part of the game's design for earlier stages, and removed at a point later on. We have no idea how much functionality they built in and ended up removing.

I can't help but feel like the puzzles that require you spin the controller upside-down were built with the Wii U + GamePad in mind, and were just given a pass on Switch despite them being miserable if you're playing handheld mode.

But yeah, I just cannot see Switch -> Switch revision being a massive dev. hurdle. If it's that much of a challenge to get a game compatible with both devices then they've really borked the goal of a seamlessly transition to the next 'gen' (something Furukawa mentioned in a last Q&A)



With how on explicit Switch OLED Model naming is, I've half a mind to think the next device will be called
Nintendo Switch
4K - OLED Model

Literally a dash delimited list of descriptors after the name.
I really think that they will heavily brand the new model, the 'OLED Model' name was just to emphasise that it was the same Switch with a new screen only.
 
Timing wise is because the OLED just released and I don’t see Nintendo only giving a year before unveiling a new model especially when the launch, lite and OLED models are basically 2 years apart each. Also if the Pro model had pretty much all the features of the OLED but with DLSS that kinda makes the OLED imo.
Outside of Japan, Nintendo released the DSi XL around a year before launching the Nintendo 3DS. So definitely not the first time if Nintendo decides to launch the DLSS model* in holiday 2022.
 
I really think that they will heavily brand the new model, the 'OLED Model' name was just to emphasise that it was the same Switch with a new screen only.

I don't disagree, but where does that leave them with a better device that has an OLED screen, and is also meant to be seen as an addition to the current Switch family.

I will ask since I’ve been a lurker for awhile and new to this thread but do we really think a enhanced/pro switch is coming sometime early next year? I know we got that thing from NateDrake saying that it would be late 2022/early 2023 but that doesn’t seem like a good time for release from a timing and business side.

I don't know if I can judge what does or does not constitute good business here.

My instincts, which could be way off, tell me that OLED sales were a flash in the pan, mostly from existing owners really keen on refreshing their device. But moving forward the average consumer would likely not specifically seek out the OLED device. They'd buy it if it was the only one available, or spontaneously because they're up-sold.

Edit: This doesn't mean it won't sell well. It's just not going to do a whole lot more to increase sales. A recent anecdote that sums it up - one of my mates just picked up his first Switch. He was going to get one anyway, but opted for OLED in the moment because of the larger screen. That's where I see it's position now.
 
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I’ve been on the train that they will mainly name their devices as the following:
  • Switch (Ver)= minor revision V1 v V2
  • Switch (Model)= “major” revision OLED, still think Lite should be classified under here,
  • Switch Name_Here=new gen hardware
 
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I'm wondering if utilising DLSS incurs a licensing cost.

I know Nintendo is an Nvidia customer by virtue of the Tegra chip (and numerous ports thanks to Nvidia Lightspeed Studios), but I take it utilizing any of Nvidia's proprietary technologies do not come free, and I could see Nintendo dabbling in FSR as testing the waters for alternate, non-royalty incuring solutions (same reason why they skipped on any Dolby solution once they had a console capabale of all-digital out).
 
I'm wondering if utilising DLSS incurs a licensing cost.

I know Nintendo is an Nvidia customer by virtue of the Tegra chip (and numerous ports thanks to Nvidia Lightspeed Studios), but I take it utilizing any of Nvidia's proprietary technologies do not come free, and I could see Nintendo dabbling in FSR as testing the waters for alternate, non-royalty incuring solutions (same reason why they skipped on any Dolby solution once they had a console capabale of all-digital out).
Probably not, but Nintendo is likely developing a contingency plan in the scenario that they need to switch vendor if it goes down the drain and need a super sampling solution of sort.

Like if they switched to Intel GPUs 👹


On a sidenote: Valve was able to make the steam deck with their much smaller scope and much more limited resources. I’m curious about what a company as large as Nintendo who is worth several times more than valve can produce with their much larger R&D spending on hardware. SoC aside.
 
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Probably not, but Nintendo is likely developing a contingency plan in the scenario that they need to switch vendor if it goes down the drain and need a super sampling solution of sort.

Like if they switched to Intel GPUs 👹
Yeah, but wouldn't be surprised if they very much were doing a "Look at my homework but change it a bit" approach in relation to DLSS.
 
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I don't disagree, but where does that leave them with a better device that has an OLED screen, and is also meant to be seen as an addition to the current Switch family.



I don't know if I can judge what does or does not constitute good business here.

My instincts, which could be way off, tell me that OLED sales were a flash in the pan, mostly from existing owners really keen on refreshing their device. But moving forward the average consumer would likely not specifically seek out the OLED device. They'd buy it if it was the only one available, or spontaneously because they're up-sold.

Edit: This doesn't mean it won't sell well. It's just not going to do a whole lot more to increase sales. A recent anecdote that sums it up - one of my mates just picked up his first Switch. He was going to get one anyway, but opted for OLED in the moment because of the larger screen. That's where I see it's position now.
I think ultimately I feel that the OLED would be a throw away if the Pro had everything it had.

Like all the other models have their purpose:
-Regular Switch is the base
-Switch Lite is for more portable/cheaper option
-Pro would be for more performance seeking people and higher end

Where does that leave the OLED?
 
At this stage, are we basically thinking unless we get more substantial chatter about new hardware around GDC time we can forget about a late 2022/early 2023 launch? I mean things would need to start getting ready for production so more leaks should happen?
 
At this stage, are we basically thinking unless we get more substantial chatter about new hardware around GDC time we can forget about a late 2022/early 2023 launch? I mean by that point things would need to start getting ready for production?
Depends on when Dane tapes out. The latest Dane probably needs to tape out in order to launch at around November 2022 for holiday 2022 is probably around May 2022.
 
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