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StarTopic Future Nintendo Hardware & Technology Speculation & Discussion |ST| (New Staff Post, Please read)

How can you have to much overhead? What harm does it do?
Yeah people generally seem to place too much importance on resolution. Games that hit native resolution can use all that extra GPU availability to do more advanced graphical effects. Or maybe in some cases offload some CPU functions.

There's really no such thing as too much overhead.
 
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How can you have to much overhead? What harm does it do?
I think the point is that you want to have consistent experiences across handheld and docked. If you target 720p in handheld and 4K (even if DLSS'ed) then the power differential could be such that you have a large performance budget left in handheld compared with docked, and you could have a situation where handheld assets look noticeably higher quality than docked (e.g. high quality asset presets in handheld vs. low presets in docked, or higher quality lighting in hh vs. docked), while the best visual experience is not brought to the fore because 720p can only bring so much visual quality. In that case (especially if DLSS is usable in handheld mode) a 1080p screen could be a better idea.

All of this depends on a lot of factors of course, e.g. whether they gate off SMs in handheld mode whether DLSS/RT work in handheld mode, battery consuderations, and other more subjective measures of visual quality that are probably beyond our ability to judge without access to the different options.
 
I wonder if those fabled 64GB Gamecards will show up for Drake instead? I know the Gigaleak Game Card datasheets didn't have any reference to it for Switch (they only had Macronix 8/16/32/64/128/256 Gbit and Lapis 4/16GB cards) and another jump in storage will probably be needed with the spec bump.
 
I think a 1080p screen is likely, but not really related to the specs, or even that I think it's necessary from an image quality point of view, just because they're targeting 4K output in desktop mode. If they stick with a 720p handheld screen, then developers will have to deal with a 9x difference in resolution between docked and handheld (compared to a 2.25x now). The difference in performance on the GPU side won't be anywhere near 9x between the two modes, so it would be a pain for developers to have to deal with vastly different performance per pixel between the two modes.

I think the point is that you want to have consistent experiences across handheld and docked. If you target 720p in handheld and 4K (even if DLSS'ed) then the power differential could be such that you have a large performance budget left in handheld compared with docked, and you could have a situation where handheld assets look noticeably higher quality than docked (e.g. high quality asset presets in handheld vs. low presets in docked, or higher quality lighting in hh vs. docked), while the best visual experience is not brought to the fore because 720p can only bring so much visual quality. In that case (especially if DLSS is usable in handheld mode) a 1080p screen could be a better idea.

All of this depends on a lot of factors of course, e.g. whether they gate off SMs in handheld mode whether DLSS/RT work in handheld mode, battery consuderations, and other more subjective measures of visual quality that are probably beyond our ability to judge without access to the different options.

Could we potentially see Drake Switch target something like 1080-1440p resolutions while docked that (uses DLSS for 4k resolution output) and then DLDSR while in handheld for a supersampled Ai level image quality on the 720p OLED display?
 
Could we potentially see Drake Switch target something like 1080-1440p resolutions while docked that (uses DLSS for 4k resolution output) and then DLDSR while in handheld for a supersampled Ai level image quality on the 720p OLED display?

I'd say yes. Games that are less demanding could do this at the very least (a crisp MK8D 720p image downsampled from 1440p DLSS would be hot). This would be great for games currently on the Switch like MK8D that will have significant overhead. For more demanding games like Witcher 3, a full native 720p image or something like 660p upressed to 1080p with DLSS would be interesting. It'll depend on the margin that games have in terms of ALU compute I feel.

I think when most or all of the games max out the resolution at 720p and can do supersampled AA (via DLSS) on top of that, then you are probably in a situation where a 1080p screen would have made more sense.
 
900p to 1440p dlss and upscaling to 4k makes more sense. 720p handheld native or very little dlss. Dlss is not magic and 1080p to 4k dlss would be very hard for Drake.

I’m thinking it will be like this:

Switch visuals 1080p to 4K DLSS

PlayStation 4/Xbone visuals 1080p to 1440p DLSS

Xbox Series S visuals 540/720p to 1200p DLSS

Something like that
 
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900p to 1440p dlss and upscaling to 4k makes more sense. 720p handheld native or very little dlss. Dlss is not magic and 1080p to 4k dlss would be very hard for Drake.
I'm curious: do we have the numbers for that? As it stands, the Drake chip would have 12SM, presumably with Ampere's improved tensor cores, which are 4x as powerful but 2x as large I believe. Therr would be 12*4 = 48 tensor cores vs. 240 tensor cores in the RTX 2060. Matching for performance, Drake would have about 80% of the performance at the same frequency. Of course, the RTX2060 has a base clock of about 1.4 GHz, would is likely to be around 1.5x that of Drake if it features in a Switch model. So we'd have about 55% of the tensor core performance. That's very likely not enough for 4k/60fps DLSS, but I'm not sure about 4K/30fps. It'll also depend on whether DLSS computation can be overlapped with ALU execution on the next frame in the architecture (since that was in the white paper for Ampere I believe).
 
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It is in those moments that I wish Dictator (aka Alex Battaglia) was on Famiboards.
Eeeeeh…. Alex isn’t really into Nintendo’s products in that capacity. While he would understand it very well from a philosophical, architectural and technical level, Nintendo is one of the three he cares the least about to discuss nor is he invested in any manner into their products or ecosystem. It’s not that he dislikes Nintendo, he just doesn’t care for them in this sense. Especially a product like the switch that doesn’t suit his preferred method of play that is stationary as he has noted previously, he doesn’t own a switch or sees the need to own one.

His focus would be very much focused on multiplat and PC related content, with the customization and flexibility that is offered there. The switch doesn’t offer the type of flexibility he is into, despite being a flexible platform in other aspects. But as mentioned, it would be a useless flexibility for him.


So asking for him is more like asking for anyone else that could glance and go for this type of thread :p

Not really trying to bash Alex, his work is wonderful but he’s the last person for this type of discussion that is in focus on Nintendo. That isn’t to say he wouldn’t appreciate a more philosophical discussion surrounding certain feature parity across platforms, but like Nintendo isn’t catering to his audience demographic.

PS5 and Series X are more of interest and follow more of the general format that he appreciates (stationary), and in due part because these consoles aren’t as weak this time around compared to the predecessors when they released on top of having feature parity that can push for more feature set that is available on PC to actually be implemented and taken advantage of from proxy of the console versions getting these features. Features such as RayTracing wouldn’t really be that prevalent without the consoles pulling in a large amount of weight as game development still focuses primarily on the console space and PC platform simply benefits without using the negatives of a console (it has its own negatives, mind you).

Steam Deck is something he hasn’t really looked too much into but has some interest in it (really a lot less since it’s not his preferred method) for an optimization POV and such, or rather how hard it will be 😆


The setup you propose is interesting. I wonder how much 'steroids' the bandwidth can get theoretically if you pair the bus with a cache that makes sense economically.

It would probably achieve a bandwidth that can be compared to the PS4 theoretical bandwidth (on paper: 176GB/s). I’m unsure if that would be apt though. Could be effectively closer to the PS4 Pro (on paper: 210GB/s), the Series S (on paper: 228GB/s) or it’s lower than that in practice (like 120GB/s in effective bandwidth)


Side note: @Thraktor this is unrelated, but I’ve been looking into the PS4 GCN and the XB1 GCN, I cannot find anything that confirms the FP16 capability of these systems. Checking with their Whitepapers from AMD and relevant GPUs of that era from AMD, it doesn’t seem like these devices execute FP16 even in a 1:1 rate, unless there was some customization done that enables their ability to do that. What I found is that later GCN versions added FP16 and even later added what seems like double half rate (2:1). Is it possible that these simply do not do FP16? Or that I’m misunderstanding the whitepapers and they technically do execute it just at a much lower rate than FP32?

Or is this difficult to actually answer? 😅

FWIW I am aware that the PS4 Pro does support it and does it at double rate of the FP32. XONEX I think does it at 1:1 or doesn’t do it at all…?
 
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(Here's the archive to the Reuters article. And also, here's a briefing from the EU from February 2022 on the proposed legislation on using a common charger for electronic devices.)

I certainly believe Nintendo needs to be compliant with USB PD standards sooner rather than later, especially if Nintendo wants to continue selling in the EU.
 
I would definitely prefer a 720p OLED screen over a 1080p one (be it LCD or OLED).

At 7" there is really not much difference between 720p and 1080p (I meant there is but is not very noticeable). If the screen has less pixels, it wouldn't only have better battery, but games could have more graphical effects by rendering everything at 720p instead of 1080.

The power to render a game natively at 1080p compared to 720p is kinda big. You need way power power to do it.

I know things do not scale like this, but just to oversimplify, 1080p has more than double the pixels... You basically need twice the processing power to render at 1080p instead of 720.

I would rather prefer they use that power to get better graphics fidelity and increased framerates over increased resolution.
Already many of the biggest games max the screen out or nearly so. If from MK8 to MK9 we go from 720p60 to 720p60 but with lower DPI thanks to the screen having become larger... disappointment. Any spec getting 0% improvement going from a $300 2017 machine to a $400+ 2022+ machine is going to be a disappointment. This is a machine that is both significantly more powerful, and has technology specifically intended to make higher resolutions easier to achieve. Since 2017 the only times I've purchased machines with resolutions as low as 720p it's either been the Switch or something like a $30 cell phone.
 
I'm personally partial to a 1080p screen. With the old speculated specifications, staying at 720p made sense, but with the 12SM chip, I don't think it makes sense to stay at 720p since most-to-all games should be able to get to 1080p.
 
Already many of the biggest games max the screen out or nearly so. If from MK8 to MK9 we go from 720p60 to 720p60 but with lower DPI thanks to the screen having become larger... disappointment. Any spec getting 0% improvement going from a $300 2017 machine to a $400+ 2022+ machine is going to be a disappointment. This is a machine that is both significantly more powerful, and has technology specifically intended to make higher resolutions easier to achieve. Since 2017 the only times I've purchased machines with resolutions as low as 720p it's either been the Switch or something like a $30 cell phone.
Unless the screen is larger going from 720p to 1080p isn’t an improvement except in number. The DPI is certainly beyond my ability to see, and likely for any human being on earth over the age of 25

A frame rate increase however…
 
If Nintendo customizes the 720p display to include the mobile VRR, it wouldn’t be like the TV set, but for presets that would have 1(?), 10Hz, 24Hz, 30Hz, 48Hz and 60Hz, but not in between.

I think it is possible for them to do that, and if a game can’t be 60FPS on Drake it can be 48FPS and deliver a relatively smooth experience still.

The main refresh rates nintendo targets are still 30 and 60, not above like 75, 90, 100, 120, 144, etc.

While mobile displays have VRR, it isn’t active adaptive variable refresh rate like TVs from what I gather. Just presets like I mentioned. LGCX is fully(?) adaptive across the gamut of 1-120Hz I think.
 
I'd say yes. Games that are less demanding could do this at the very least (a crisp MK8D 720p image downsampled from 1440p DLSS would be hot). This would be great for games currently on the Switch like MK8D that will have significant overhead. For more demanding games like Witcher 3, a full native 720p image or something like 660p upressed to 1080p with DLSS would be interesting. It'll depend on the margin that games have in terms of ALU compute I feel.

I think when most or all of the games max out the resolution at 720p and can do supersampled AA (via DLSS) on top of that, then you are probably in a situation where a 1080p screen would have made more sense.
most people don't give a shit about resolution

but battery life tho. Nintendo won wars on battery life.
 
Yeah i hope we get something more substantial to discuss from GDC, because if nothing is said then that means we are not going to be seeing this fabled device later this year or even possibly early next year
 
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most people don't give a shit about resolution

but battery life tho. Nintendo won wars on battery life.
TBF, the mobile battery situation was VERY different in the Game Boy days. Systems didn't use built-in rechargeable batteries but rather AAs, and the Game Gear used an absurd 6 AAs for a fairly short battery life versus 2 AAs for the Game Boy's substantial battery life. There were rechargeable options, but that was an added cost and not nearly as ubiquitous as today. Even just last decade, the 3DS got criticized for a 4-hour battery life, while Switch's 2.5-hour battery life was fairly quickly accepted (probably because it meant 2.5 hours of playing BotW).
 
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Already many of the biggest games max the screen out or nearly so.
Are you talking about many of the biggest Nintendo Switch games from Nintendo? I'm pretty sure many of the biggest Nintendo Switch games from third party developers are quite far from running at 720p in handheld mode.
 
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most people don't give a shit about resolution

but battery life tho. Nintendo won wars on battery life.
You're definitely right that battery life is a strong selling point, but I would argue that a good subset of people care about screen resolution as well - even if they would be unable to point out the 720p vs. 1080p images without the two being positioned side by side. I think it is a selling point, but probably more so for the enthusiast consumer than for the mainstream consumer.

I think it ultimately depends on how much battery will be available in either scenario. If the Switch Drake can produce 5 hours of BOTW2 gameplay with a 1080p, then I feel that that would be preferable over an 8 hour playtime with a 720p panel (and lower specs). 5hr+ seems like sufficient battery to appease most people to me, but I could be wrong about that, of course. If it is a choice between 3 hours vs. 5 hours, then it would make complete sense to go for the longer battery option imo.

Edit: It also depends on how they position the device. If their initial target is the enthusiast base, then you could go for a higher resolution screen and a lower battery, and push the better battery life with a revision on a different node - although we should be somewhat careful in assuming that Drake can get scaled to a smaller node as quickly as the OG Switch could due to worldwide circumstances and Drake being a pretty advanced chip.
 
OLED screen was a bigger upgrade than going to go with a 1080p screen.

My big issue with a 1080p screen is that it would make BC unpatched game look worse than on previous hardware.
That's a fair concern. Then again, if you keep designing for 720p handheld visuals on Drake, you simply shift the problem to the next device. An ideal solution would be if the Switch Drake could use the non-active CPU cores to run an AI upscaling algorithm to upscale them to a more acceptable 1080p translation.
 
That's a fair concern. Then again, if you keep designing for 720p handheld visuals on Drake, you simply shift the problem to the next device. An ideal solution would be if the Switch Drake could use the non-active CPU cores to run an AI upscaling algorithm to upscale them to a more acceptable 1080p translation.
Unless many games target higher than native resolution in handheld mode and use that to get a supersampled 720p image.
 
Unless many games target higher than native resolution in handheld mode and use that to get a supersampled 720p image.
True, but then you would be hindering native games by that 720p screen just to accommodate BC to a somewhat better degree (assuming a 1080p would be chosen or discarded based on this issue).
 
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Yeah, I think OLED was the big game changer. Throw in HDR and that will be great for most people even at 720p, especially if they are coming from an LCD switch.

I don't know bom figures for screens, but let's say a 1080p OLEd screen is $15 more compared to the 720p OLED screen. I would rather them use that money to add more ram or put the money towards a more advanced cooling solution. Also more internal storage would be a place to the savings as well.
 
Yeah, I think OLED was the big game changer. Throw in HDR and that will be great for most people even at 720p, especially if they are coming from a an LCD switch.

I don't know bom figures for screens, but let's say a 1080p OLEd screen is $15 more compared to the 720p OLED screen. I would rather them use that money to add more ram or put the money towards a more advanced cooling solution.
The current oled panel should most likely be capable of hdr already. It’s a modern Samsung panel.
 
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The only way I would see it being fine for a 1080p display is if Nintendo executed a method similar to what Microsoft did which boosted resolution and/or framerate. Otherwise you’re left with a 540p image on a 1080p display.

I don’t think you would want that 😆

The bigger concern isn’t about the display at that point, but whether Nintendo can actually do it in a way that does not require developer input much or at all.

The display simply becomes a target that needs to be reached and Nintendo is the variable in this equation.
 
The only way I would see it being fine for a 1080p display is if Nintendo executed a method similar to what Microsoft did which boosted resolution and/or framerate. Otherwise you’re left with a 540p image on a 1080p display.

I don’t think you would want that 😆

The bigger concern isn’t about the display at that point, but whether Nintendo can actually do it in a way that does not require developer input much or at all.

The display simply becomes a target that needs to be reached and Nintendo is the variable in this equation.
A bit unsure about what ms tech you are referring to here.
 
Already many of the biggest games max the screen out or nearly so. If from MK8 to MK9 we go from 720p60 to 720p60 but with lower DPI thanks to the screen having become larger... disappointment. Any spec getting 0% improvement going from a $300 2017 machine to a $400+ 2022+ machine is going to be a disappointment. This is a machine that is both significantly more powerful, and has technology specifically intended to make higher resolutions easier to achieve. Since 2017 the only times I've purchased machines with resolutions as low as 720p it's either been the Switch or something like a $30 cell phone.

I guess the Steam Deck by your definition is also a disappointment because of its 800p (720p of games don’t support the screens aspect ratio) and it’s a PC handheld with near PS4 power?

I would be really happy to stay on 720p for another 5-6 years since it’s good enough for games. Or would you rather have games not hitting the maximum resolution?
 
Eeeeeh…. Alex isn’t really into Nintendo’s products in that capacity. While he would understand it very well from a philosophical, architectural and technical level, Nintendo is one of the three he cares the least about to discuss nor is he invested in any manner into their products or ecosystem. It’s not that he dislikes Nintendo, he just doesn’t care for them in this sense. Especially a product like the switch that doesn’t suit his preferred method of play that is stationary as he has noted previously, he doesn’t own a switch or sees the need to own one.

His focus would be very much focused on multiplat and PC related content, with the customization and flexibility that is offered there. The switch doesn’t offer the type of flexibility he is into, despite being a flexible platform in other aspects. But as mentioned, it would be a useless flexibility for him.


So asking for him is more like asking for anyone else that could glance and go for this type of thread :p

Not really trying to bash Alex, his work is wonderful but he’s the last person for this type of discussion that is in focus on Nintendo. That isn’t to say he wouldn’t appreciate a more philosophical discussion surrounding certain feature parity across platforms, but like Nintendo isn’t catering to his audience demographic.

PS5 and Series X are more of interest and follow more of the general format that he appreciates (stationary), and in due part because these consoles aren’t as weak this time around compared to the predecessors when they released on top of having feature parity that can push for more feature set that is available on PC to actually be implemented and taken advantage of from proxy of the console versions getting these features. Features such as RayTracing wouldn’t really be that prevalent without the consoles pulling in a large amount of weight as game development still focuses primarily on the console space and PC platform simply benefits without using the negatives of a console (it has its own negatives, mind you).

Steam Deck is something he hasn’t really looked too much into but has some interest in it (really a lot less since it’s not his preferred method) for an optimization POV and such, or rather how hard it will be 😆
... I feel bad for replying to your lengthy post since he is the one who ran the Switch DLSS thought experiment not so long ago! He might not be a Switch enthusiast but he is versed enough on the tech side to deliver relevant clues.
It would probably achieve a bandwidth that can be compared to the PS4 theoretical bandwidth (on paper: 176GB/s). I’m unsure if that would be apt though. Could be effectively closer to the PS4 Pro (on paper: 210GB/s), the Series S (on paper: 228GB/s) or it’s lower than that in practice (like 120GB/s in effective bandwidth)
And again, Alex would probably know how much bandwidth would be used for upscaling and which would be left for rasterizarion/RTX.
I'm personally partial to a 1080p screen. With the old speculated specifications, staying at 720p made sense, but with the 12SM chip, I don't think it makes sense to stay at 720p since most-to-all games should be able to get to 1080p.
OLED screen was a bigger upgrade than going to go with a 1080p screen.

My big issue with a 1080p screen is that it would make BC unpatched game look worse than on previous hardware
I would be partial to a 1080p screen over a 4K one if DLSS is used in portable mode. That way, it leaves open the possibility to render games at 540p, and to patch the titles from legacy hardware (if I am not wrong, there is now a one-fit-for-all solution that allows just that) . If these conditions are not fulfilled, then we are left with games running at non native res and that sucks in my opinion.
 
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Speaking of 1080p portable screens, I guess the case against it would have to do with backwards compatibility for portable mode: 720p to 1080p does not necessarily scale that cleanly, and the increase in resolution would also mean the increase in hardware requirements.

At least with working on the portable mode as a base, it's possible for them to utilize DLSS "Ultra Performance" as a means to stretch out the "9x rendering" requirement by rendering as low as 900p or 1080p and using DLSS to fill in the rest. The image quality might not be native 4k, but it does give them more rendering overhead to work with.
 
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The only way I would see it being fine for a 1080p display is if Nintendo executed a method similar to what Microsoft did which boosted resolution and/or framerate. Otherwise you’re left with a 540p image on a 1080p display.

I don’t think you would want that 😆

The bigger concern isn’t about the display at that point, but whether Nintendo can actually do it in a way that does not require developer input much or at all.

The display simply becomes a target that needs to be reached and Nintendo is the variable in this equation.
540p on a 1080p display is better than 540p on a 720p display.
 
540p on a 1080p display is better than 540p on a 720p display.
It will be passing through the render output though, which would make it effectively a 720p image with a (bilinear filtered) filtered 540p element being passed and stretched to a 1080p display. Essentially 540p -> 720p -> 1080p, instead of going straight from 540p -> 1080p using nearest neighbor scaling.

It's also safe to assume that most titles that do render at 720p in portable mode won't scale well without producing unwanted scaling artifacts.
 
It will be passing through the render output though, which would make it effectively a 720p image with a (bilinear filtered) filtered 540p element being passed and stretched to a 1080p display. Essentially 540p -> 720p -> 1080p, instead of going straight from 540p -> 1080p using nearest neighbor scaling.

It's also safe to assume that most titles that do render at 720p in portable mode won't scale well without producing unwanted scaling artifacts.
There'd only be a 720p step if the game explicitly adds it. At least some probably do, but likely not all.

Also achieving integer scaling for backwards compatibility doesn't seem to be a significant factor for choosing screen resolution for Nintendo. While they do typically offer an integer mode, it's never been without borders, sometimes of significant size.
 
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(Here's the archive to the Reuters article. And also, here's a briefing from the EU from February 2022 on the proposed legislation on using a common charger for electronic devices.)

I certainly believe Nintendo needs to be compliant with USB PD standards sooner rather than later, especially if Nintendo wants to continue selling in the EU.
If Alex Agius Saliba gets his way the Joycons would need to have a dedicated charging port as well, if I am reading what he is saying right.
 
If Alex Agius Saliba gets his way the Joycons would need to have a dedicated charging port as well, if I am reading what he is saying right.

I don’t know about the Joy-Cons but I would be stoked if a new version of the NSO NES controllers with usb-c charging ports get released if this legislation passes.
 
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Do we think Nintendo would use Drake as an opportunity to update or improve the joycons? Maybe have analog triggers or add a mic somewhere?
Add a mic? Yes. Probably those small mics but put in the left joycon or right one. Though I think they’ll aim to do that in the left one as the right one is so feature dense.


Add analog triggers? The dream died with FZero and the GameCube fam
 
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I guess the Steam Deck by your definition is also a disappointment because of its 800p (720p of games don’t support the screens aspect ratio) and it’s a PC handheld with near PS4 power?

I would be really happy to stay on 720p for another 5-6 years since it’s good enough for games. Or would you rather have games not hitting the maximum resolution?
Assuming handheld mode can do DLSS, I would think most games would be able to hit 1080p that way at least. A big upgrade over Switch games which fail to reach native resolution.
 
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I don't know if I've missed these or Nvidia recently added these, but there are more sessions at GTC 2022 (Spring 2022) that could be of interest.

Unless Nvidia has a use case for RT in self driving cars/ robotics/ AI, there is no reason to highlight the rt cores
There's a GTC 2022 (Spring 2022) session titled "Accelerating In-Vehicle GPU Computing, from Sensing to Inference", which mentions "various GPU-based camera and lidar data processing", which at least theoretically has use for ray tracing.

 
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Dlss is not magic and 1080p to 4k dlss would be very hard for Drake.
But Control uses 1080p to 4K dlss when it was only at 2.0. That video was what convinced me dlss is legit. Does Super Switch not have enough tensor cores to pull it off, or are the tensor cores not strong enough to pull that off?
 
900p to 1440p dlss and upscaling to 4k makes more sense. 720p handheld native or very little dlss. Dlss is not magic and 1080p to 4k dlss would be very hard for Drake.
I don't think it would be that hard. DLSS Super Performance mode exists for a reason. The quality of the upscale though wouldn't be as good as native 4k, but when it's getting to the point of diminishing returns, who would care?
 
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