• Hey everyone, staff have documented a list of banned content and subject matter that we feel are not consistent with site values, and don't make sense to host discussion of on Famiboards. This list (and the relevant reasoning per item) is viewable here.

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

You can disagree, but that doesn’t make you correct. One architecture aims to be very performant at very low power draw the other one isn’t meant for low power draw, it is meant to give server class level performance and scales up from that desktop where power draw isn’t a concern (yet). They have completely different goals in mind here.

It doesnt makes you correct too also. Mobile CPUs have much more restrictions (mainly size, heating and power consumption) compared to full desktop CPUs so they are built different and they can be pushed much more than mobile chips.
 
Last edited:
Tell that to Apple, who is now putting custom Arm CPU's in desktop machines.

FWIW I'm typing this right now on a M1 MAX laptop that is quite a beast. My point is this new chip from Nvidia is still, really, the first one developed from the ground up to be a Switch engine. That's exciting.
calling ARM cpus "mobile" is missing the forest for the trees, methinks. ARM is designed from the bottom of the power consumption spectrum and moves up. x86, on the other hand, starts from the top and moves down. there's nothing about ARM that can't be a desktop cpu. and those exist even. would you call Neoverse a "mobile" cpu when it's powering large server farms? what about intel Atoms that were in mobile phones?


Talk is about specific Drake CPU thats people here saying its most likely A78s CPU, thats cut down version of ARM A78 Core thats actually made for mobile devices,
you can use in any form factory you want (even desktop) but that doesnt change fact thats mobile chip thats made to be in mobile devices.

Taken from officially ARM site.
"A78 provides greater efficiency for multi-day battery life across mobile, laptop, and foldable devices".
 
0
Kinda depends how much of a gamechanger dlss really is on this device.

And if storage is fast enough to run stuff like Nanite without too much compromise.
I wasn’t referring to DLSS.

People have a harder time spotting the diff between PS5 and PS4 games or SX and 1X games.


But have an easier time spotting PS4 games compared to PS3 games or X1 games from 360 games.


This is what I mean by perceived.


Even if DLSS offers a 20% perf uplift instead of say, 50-70%(?), the games to the general public would be a bigger perceived jump to the average consumer who doesn’t know better and just sees what’s in front of them.


It doesnt makes you correct too also. Mobile chips have much more restrictions (mainly size, heating and power consumption) compared to desktop chips so they are built different and they can be pushed much more than mobile chips.
how does it not make me correct? you aren’t even arguing in honest here. You used a range TDPs for ARM based CPU and the TDP of a x86 CPU range and concluded that because the ARM based doesn’t match the x86 CPU it is therefore not possible to match it. ARM and x86 have two very different goals in mind and using TDP to gauge their potentials is, as ILikeFeet said, missing the forest past the trees.



And I don’t even understand why you brought up “mobile chips” when that literally has nothing to do with my point. Read my post please!




You cannot compare two different types of CPUs of two different architecture which have different goals in their design and come to a conclusion that the one that draws less is inherently weaker.


it’s just inherently flawed and dishonest.
 
Don’t use FLOPs!

Snapchat-1367502564.jpg
ಠ ͜ʖ ಠ
 
how does it not make me correct? you aren’t even arguing in honest here. You used a range TDPs for ARM based CPU and the TDP of a x86 CPU range and concluded that because the ARM based doesn’t match the x86 CPU it is therefore not possible to match it. ARM and x86 have two very different goals in mind and using TDP to gauge their potentials is, as ILikeFeet said, missing the forest past the trees.

And I don’t even understand why you brought up “mobile chips” when that literally has nothing to do with my point. Read my post please!

You cannot compare two different types of CPUs of two different architecture which have different goals in their design and come to a conclusion that the one that draws less is inherently weaker.

it’s just inherently flawed and dishonest.

But my point is that mobile CPUs and desktop CPUs have different goals, and because those goals they are made quite different,
and because that, mobile CPUs have much more restrictions (mainly size, heating and power consumption) compared to full desktop CPUs.

Lol, I am not saying that if for instance PS5 (AMD Zen 2) has power consumption of for instance 70W, and future Drake CPU (maybe A78s) has power consumption of for instance 7W, that means that PS5 CPU is exactly 10x stronger than A78 CPU, but I saying that in this case ARM A78s 5-7W 1-1.5GHz CPU cant match desktop AMD Zen 2 70W 3.6GHz CPU in performance, and main point was that Drake CPU will be noticeable weaker in any case than PS5/XSX CPUs, because Drake CPU clocks and power consumptions would be heavily restricted by battery life and heating (and cooling in same time).

Maybe it was my bad wording before but you think meant something different.
 
Last edited:
Ok, don't use flops anymore. As a general gamer, I want a clear distinction. Can't mix. And I also have an expectation what pro & 2 is. Pro (revision) not too powerful & 2 (successor) must be powerful. That's why for Drake, I want Nintendo to promote it as a successor (Switch 2) that can play also all current Switch games in high quality thanks to the power upgrade & dlss
 
Last edited:
0
But my point is that mobile CPUs and desktop CPUs have different goals, and because those goals they are made quite different,
and because that, mobile CPUs have much more restrictions (mainly size, heating and power consumption) compared to full desktop CPUs.

Lol, I am not saying that if for instance PS5 (AMD Zen 2) has power consumption of for instance 70W, and future Drake CPU (maybe A78s) has power consumption of for instance 7W, that means that PS5 CPU is exactly 10x stronger than A78 CPU, but saying that in this case ARM A78s 5-7W CPU cant match desktop AMD Zen 2 70W CPU in performance, and main point was that Drake CPU will be noticeable weaker in any case than PS5/XSX CPUs, because Drake CPU clocks and power consumptions would be heavily restricted by battery life and heating (and cooling in same time).

Maybe it was my bad wording before but you think meant something different.
Yea that’s obvious. Arm 78 performs much better than zen 2 at low wattage, but it won’t be nearly enough to compensate for the huge wattage disparity. Especially not if there is a node disadvantage in addition (Samsung 8, vs tsmc 7).
 
Maybe I’m too optimistic, but if people care about it:

A jump from Switch to Switch Drake will have a bigger perceived jump than from XB1 to Series X or PS4 to PS5.


Even if it’s about the same, people may see Drake as a bigger jump than the PS5 and Series X to their respective consoles.

I think you are absolutely right when it comes to perceived difference and I think Nintendo first party titles will be a great showcase.

We could go from a BOTW2 with low detail struggling to hit 900p30 fps docked to a 4k version with enhanced texture and terrain detail, foliage density and even RTXGI. Just that change in lighting approach with the increased render detail and resolution will look like a huge leap.

Something like doom eternal on the switch could feasibly go from being the switch version we see now to medium to low pc detail at 1440p with DLSS which will look night and day.

This is just early days of its lifespan, as people learn to get the most from the hardware that gap will only widen.
 
For me, if a Switch Drake is 3 - 4x more powerful than the current Switch, better promote it as a revision. But, if a Switch Drake is 10x or more powerful than the current one, better advertising it as a successor. Please keep it simple (don't make it half revision half successor) because general gamers don't see what we see here
Granted. It's 6-7x more powerful so it's a weird mix in between.

I think asking for a ten times leap is a bit of a lofty goal. We know it has six times the GPU core count and is unlikely to run those at lower clocks than the original switch so a six times jump at minimum seems reasonable.

Coincidently a six times leap is about the same as the jump between the ps4 and PS5.
To be fair, the Zen GPU is about 40-50% more efficient per flop than the 2011 GCN GPU on xbone/ps4. So PS5 probably is closer to 9x more GPU performant than PS4.

People have a harder time spotting the diff between PS5 and PS4 games or SX and 1X games.


But have an easier time spotting PS4 games compared to PS3 games or X1 games from 360 games.
I think you are right about 360 to xbone being more impactful in GPU than PS4 to PS5.. But to be fair, a lot of ps5 games focus on 4k resolution instead of 1080p resolution. Probably more of a cross gen thing... But I'm curious to see what happens when last gen consoles are no longer supported.. How many devs will go balls to walls and do a 1080p game with detail cranked up to 11.
 
Granted. It's 6-7x more powerful so it's a weird mix in between.
That's why I'm truly want Nintendo to call Drake as a clear new generation because 6-7x upgrade (likes og PS4 to PS5) is huge + dlss & others. Don't worry because Drake can play all current Switch games in high quality & framerate also. Current Switchs price will be reduce in a hope that it's will exceeding PS2 sales in 3 years from now or just satisfy with the 3rd place
 
Last edited:
0
The information from the website and the data sheet could be very old since Macronix's 2019 annual report mentions "Jun. (2014) ‧ Mass production of 32nm XtraROM® products." (p. 5)
Just an additional note: since that covers their history of right up to the end of 2019, we're still only at 32nm at minimum for XtraROM process node, when there's an opportunity to shrink further to 28nm and net further gains, but... there's a possibility that just because Macronix began mass-producing XtraROM at 32nm doesn't mean those are the chips Nintendo was buying, either.
Also, I have been informed that 22nm is also a planar process node, as is 20nm, where the Tegra X1 was basically the only notable chip manufactured on it because the 20nm process node was just a little TOO dense (basically meaning that was the absolute limit of planar node tech before moving on to stuff like FinFET). 28nm just seems to be what TSMC thinks is the "sweet spot" for price, size and production volume and what is considered the formal end point of Moore's Law.

Truth be told, I've said it once and I'll say it again, Nintendo and Macronix need to find a way to improve production. Producing standard ROMs relies entirely on Macronix to produce every Game Card to specification of every production run of every game, whereas I think they should go the one-time programmable ROM (OTPROM) route, mass produce the ROMs and get tools so publishers can flash as many or as little as needed.
 
And this is what I don't like, imagine buying an expensive system, and knowing it's immediately getting replaced by another

Consoles aren't phones :(

Btw, where is the "6-7 years come from? By my math 2023 to 2026 only gives Drake a sad 3 years life cycle, not to mention the possible $500 price point

I can't find a reason to justify the purchase, and we're better off waiting for Switch 26
Don‘t know if option 3 is exactly about that, but having soft launch of new hardware and a transition period is actually better than the usual console cycle we have imo. While we’d get in 6 years a bigger upgrade/new console (like drake or more), there‘d be every 2-3 years smaller ones (like die shrink, better battery live, new screen etc.).

It does essentially mean you still have new hardware upgrades, but you don‘t have to switch immediately because the old hardware is still getting all first party games in a transition period. If you don’t have fomo then I think you could get all new Nintendo games with drake for a long time. Like we are getting now new games for the current switch for possibly 7-8 years (and some Indie and casual games for a much longer time I could imagine)

I don‘t know if that will be the case because it would essentially mean to have the next real console update in 2027/28, but if they plan for example to have a VR system in 2024/25 I could see that being the case.
 
0
Nintendo said their intention was to create a platform ala Apple's ecosystem so it's pointless to think of the Switch or even Drake in terms of hardware generations. Iterative upgrades are the order of the day, it's less risky especially with 120 million already invested at some level. What will the next Switch be after that? it'll just be another Switch and it won't obselete the earlier model, just like Drake won't obselete the OG model straight away. And the marketing will surely reflect this.
 
And 3 A78 at 2GHz would only be about XB1X/PS4Pro territory.


I know you said 4, but only 3 would be available for games.

And the XB1/PS4 lost one and a half core to the OS too. Cannot be understated how weak those CPUs were. The fact that the Switch with its shitty lowclocked A57 could get some ports from that gen is a testament on that. If the A57 were clocked at 2GHz then it would have a stronger CPU in some metrics. That was the main reasons why the Digital foundry initially believed that the NX had a stronger CPU than the 1080p brothers.

For me, if a Switch Drake is 3 - 4x more powerful than the current Switch, better promote it as a revision. But, if a Switch Drake is 10x or more powerful than the current one, better advertising it as a successor. Please keep it simple (don't make it half revision half successor) because general gamers don't see what we see here
You are setting up yourself for a massive disappointment. Tech doesn't move that fast for a good decade now.
 
Last edited:
0
Nintendo said their intention was to create a platform ala Apple's ecosystem so it's pointless to think of the Switch or even Drake in terms of hardware generations. Iterative upgrades are the order of the day, it's less risky especially with 120 million already invested at some level. What will the next Switch be after that? it'll just be another Switch and it won't obselete the earlier model, just like Drake won't obselete the OG model straight away. And the marketing will surely reflect this.
And honestly, it genius to try and mirror Apple from their position bc they dont push the cutting edge like the other platform holders. Consumers are already programmed to upgrade mobile devices on regular intervals without worrying about a complete reset.

I think the Switch OS needs to evolve more but If they execute this correctly, they have the potential establish a position in the console market that may be the most resilient ever. They sit in a pocket where they are viewed as complimentary to every other platform (PS, XB, PC) while simultaneously offering a unique experience the others can’t compete with without compromising their current position in some way. That makes their sales potential essentially uncapped.
 
it's amusing that people think the marketing is going to matter much either way when Drake will be a sell-out for a long time. Nintendo is in such an incredibly strong position with the install base of the Switch and it's proposition as THE portable system. there might be some competition now but they don't have Nintendo games so it's still a wash. but a refresh that's actually competitive with recent hardware is such a slam-dunk that everyone will want one. all that's needed is Switch 4k, it plays games with increased visual quality & outputs 4k docked, also has exclusive titles. nothing more is needed and you'll be lucky to buy one in 2023.
 
it's amusing that people think the marketing is going to matter much either way when Drake will be a sell-out for a long time. Nintendo is in such an incredibly strong position with the install base of the Switch and it's proposition as THE portable system. there might be some competition now but they don't have Nintendo games so it's still a wash. but a refresh that's actually competitive with recent hardware is such a slam-dunk that everyone will want one. all that's needed is Switch 4k, it plays games with increased visual quality & outputs 4k docked, also has exclusive titles. nothing more is needed and you'll be lucky to buy one in 2023.
marketing does matter. we've seen companies botch marketing and hurt their once dominant positions. can't take things for granted.

that said, marketing is the one thing I don't think will be the problem here
 
I1080p 60fps games on switch should be 4k 60fps native without too much trouble, given the massive GPU and bandwidth increase (up to 8-9x for the former, 4x for the latter). I think 720p switch games can at least get to 2k native. There's some games I question like Bayonetta that are 720p on switch that had some weird bottlenecks from alpha particles.. so But yeah every 1st party switch game at 720p to 1080p should theoretically get to 4k 30 fps with or without DLSS.

I think 1080p ps4 quality ports could get to 2k with DLSS on Drake This is just dependant on how powerful Drake ends up being.
Bayonetta on the Switch is a blurry mess. 720p with weird frame rates on later levels is not excusable for a 2010 game ported from the Wii U. On top of that, it is a very brown/grey game, so playing it on a TV always feels hard. Theoretically, Drake should address this and many other games (looking at you, Xenoblade 2). However, we do not know if the games are ready for that update natively or if Nintendo has to patch them 1-by-1 (the most probable scenario). The latter could mean many of them never get a patch to run at 4K/60.
 
0
The open world and the islands were altered in size multiple times throughout development so Sonic would be able to run around at high speed with a balanced rate of enemies and platforming challenges. Most of the people who played the game said the world does not feel empty because of Sonic speed as well. So I'm not worried about the open world or "open-zone". Sonic controls well too.

zxj4cyeUzdXUXTJNTARD66.jpg

This post is in the wrong thread.​
 
[*]If it's launched as a pro, and slowly overtakes it's predecessor, before something similar happens to it, it'll be the first time a console maker has done that period.
Maybe the closest thing would be DS, which was totally not a GBA successor until it kept getting the same kind of games and didn't bomb.
 
With the rumors regarding all the Gamecube remasters and Nintendo's comments on wanting to emulate iPhones, I feel it gives further credence to the idea that the Switch will be the only console brand Nintendo will use from now on - no new gimmicks outside some minor flourishes here and there, just iterations on the 2017 featureset. NSO + the remasters could make it so Switch is THE place for every single generation of their history and have it as a continuous platform, never having to worry about BC ever again aside from hardware model to hardware model.
 
With the rumors regarding all the Gamecube remasters and Nintendo's comments on wanting to emulate iPhones, I feel it gives further credence to the idea that the Switch will be the only console brand Nintendo will use from now on - no new gimmicks outside some minor flourishes here and there, just iterations on the 2017 featureset. NSO + the remasters could make it so Switch is THE place for every single generation of their history and have it as a continuous platform, never having to worry about BC ever again aside from hardware model to hardware model.
I think the Switch will be part of their lineup for a long while, the same way they have had a handheld forever. Whether is stays the switch and whether they pursue a second platform like VR is an open question
 
I think the Switch will be part of their lineup for a long while, the same way they have had a handheld forever. Whether is stays the switch and whether they pursue a second platform like VR is an open question
I don't see why a VR option wouldn't be part of the Switch lineup as well. Would be a mayor selling point of a premium Switch with access to the full Switch library and can switch between portable, tabletop,tv and a new VR mode.

I think that regardless of their direction in the future, everything is gonna be based on the OG Switch and the library. The Switch library is too valuable to ever launch new system that can't access these games.

There is no need for another ecosystem, especially a company like Nintendo should keep it simple and accessible, the Hybrid principle allows them to adapt to whatever hardware needs current games require without having to give up the Switch brand.
 
F2P software and revenue to Nintendo will see the greatest benefit if this new device can reach game performance levels on par with the Series S.
 
To be quite honest here, if nintendo actually cared about improving the switch's operating system, a new model switch could easily be delayed further into ~2024 and here's why:

The console already features multiple (first party even) titles that make use of FSR 1.0. Steam deck people know that valve's handheld has an option to enable FSR on any game* (which iirc is because valve made an FSR implementation that works similarly to FSR on retroarch and other games that don't have the feature natively built in, but with mods - by implementing the upscaling algo. as a shader that runs on top of the game's graphics being rendered).

If ninty wanted, they could easily hire someone to work on a Switch system update to do the same. I really fail to see why wouldn't that work, really.
Unless... the FSR shader is too intensive on the current switch iGPU.

Here's a fun fact: on a modded switch, you can run retroarch with shaders like those fancy CRT-like ones**. But it turns out, the switch struggles doing so without lagging under certain titles. But in my opinion, since FSR is already used on actual commercial software on the device without issues, I think that has more to do with some overhead on the switch retroarch port.

*source:


**source:

Now, I also think another factor pushing back this from happening is simply nintendo not giving a fuck about problems of the past and focusing on what's next.
eg: how TO THIS DAY they haven't fixed lag spikes in korok forest in BOTW even though it's a simple LoD + object occlusion issue (specially foliage).

Not a nintendo-only issue though; this is a reflection of how games get shipped and not fixed months/years later because well, companies won't pay devs to fix an issue that doesn't impede game progress or core gameplay (I'm looking at you SMT V).
By the moment BOTW had it's last update, nintendo probably was already working on the sequel.

But hey, this but a post to keep yall in check: newer titles on the switch "pro" will have more stable framerate and some third parties that use dynamic resolution scale might even keep pushing the resolution to the upper limit that was available on the old model but that's about it. Unless a patch comes up or you mod the game, lighting won't change, the max. dynamic resolution target won't change, nor texture quality, etc...
 
So, do you guys think the next Switch will be able to tango with the Steam Deck?
yeah probably. It'll certainly be interesting to see comparisons between ports optimized for Drake vs SteamDeck having to run PC games and with the proton layer.
Then if you add DLSS to the mix it could result in drake outright being better in some instances, personally I think a game like Control would be a perfect test bed.
 
0
To be quite honest here, if nintendo actually cared about improving the switch's operating system, a new model switch could easily be delayed further into ~2024 and here's why:

The console already features multiple (first party even) titles that make use of FSR 1.0. Steam deck people know that valve's handheld has an option to enable FSR on any game* (which iirc is because valve made an FSR implementation that works similarly to FSR on retroarch and other games that don't have the feature natively built in, but with mods - by implementing the upscaling algo. as a shader that runs on top of the game's graphics being rendered).

If ninty wanted, they could easily hire someone to work on a Switch system update to do the same. I really fail to see why wouldn't that work, really.
Unless... the FSR shader is too intensive on the current switch iGPU.

Here's a fun fact: on a modded switch, you can run retroarch with shaders like those fancy CRT-like ones**. But it turns out, the switch struggles doing so without lagging under certain titles. But in my opinion, since FSR is already used on actual commercial software on the device without issues, I think that has more to do with some overhead on the switch retroarch port.

*source:


**source:

Now, I also think another factor pushing back this from happening is simply nintendo not giving a fuck about problems of the past and focusing on what's next.
eg: how TO THIS DAY they haven't fixed lag spikes in korok forest in BOTW even though it's a simple LoD + object occlusion issue (specially foliage).

Not a nintendo-only issue though; this is a reflection of how games get shipped and not fixed months/years later because well, companies won't pay devs to fix an issue that doesn't impede game progress or core gameplay (I'm looking at you SMT V).
By the moment BOTW had it's last update, nintendo probably was already working on the sequel.

But hey, this but a post to keep yall in check: newer titles on the switch "pro" will have more stable framerate and some third parties that use dynamic resolution scale might even keep pushing the resolution to the upper limit that was available on the old model but that's about it. Unless a patch comes up or you mod the game, lighting won't change, the max. dynamic resolution target won't change, nor texture quality, etc...

How does any of that necessitate a move to 2024? Adding a spatial upscalier to the os level isn't some radical thinking (and they won't do it anyway).
 
The console already features multiple (first party even) titles that make use of FSR 1.0. Steam deck people know that valve's handheld has an option to enable FSR on any game* (which iirc is because valve made an FSR implementation that works similarly to FSR on retroarch and other games that don't have the feature natively built in, but with mods - by implementing the upscaling algo. as a shader that runs on top of the game's graphics being rendered).

If ninty wanted, they could easily hire someone to work on a Switch system update to do the same. I really fail to see why wouldn't that work, really.
Unless... the FSR shader is too intensive on the current switch iGPU.
Unlike the Steam Deck which is meant to run stuff designed for PC which creates images at about every conceivable resolution, Switch has always been a fixed platform. Games are either going to be providing a 720p image in portable, or when docked a 1080p image that the system then scales to 480p or 720p if necessary. Even games that docked render at 540p still do their own scaling and have 1080p UI slapped on top, so the system isn't receiving a 540p image it can then do some generic scaling operation on. For taking unpatched Switch 1 games and outputting them at even higher resolutions, should be feasible.
 
The main advantage the Switch 2 will have over the SD is: Lower level access to the resources and tailor-made code. Normally, the first one is overrated in discussions but the Steam Deck is using a translation layers for an API, which has an impact on performance, and relative heavy general purpose OS. The impact is not huge but it is there.

As for the second, this is often misunderstood as punching above its weight, but those kind of code optimizations are rare these days. Games are too complex and engines are very optimized already. However, optimizations like the one present in Ori (reducing the number of layers or replacing 3d objects with sprites) were commonly made on Switch "miracles" ports while SD will be stuck with the PC version.
 
The main advantage the Switch 2 will have over the SD is: Lower level access to the resources and tailor-made code. Normally, the first one is overrated in discussions but the Steam Deck is using a translation layers for an API, which has an impact on performance, and relative heavy general purpose OS. The impact is not huge but it is there.

As for the second, this is often misunderstood as punching above its weight, but those kind of code optimizations are rare these days. Games are too complex and engines are very optimized already. However, optimizations like the one present in Ori (reducing the number of layers or replacing 3d objects with sprites) were commonly made on Switch "miracles" ports while SD will be stuck with the PC version.
And advantage 3 is of course dlss.
 
0
we already knew this.
Doesn't seem to be the case when a bunch of posts itt just a couple pages ago were asking and/or thinking that would be reality.
Your “keeping others in check” post added absolutely nothing.
Nor did your reply? or the other 100+ posts where people weren't even on-topic here. eg: upcoming title speculation on a hardware thread or the ones where users made a dedicated post just to say they're lost in the tech discussion because they aren't knowledgeable in the field.

Unlike the Steam Deck which is meant to run stuff designed for PC which creates images at about every conceivable resolution, Switch has always been a fixed platform. Games are either going to be providing a 720p image in portable, or when docked a 1080p image that the system then scales to 480p or 720p if necessary. Even games that docked render at 540p still do their own scaling and have 1080p UI slapped on top, so the system isn't receiving a 540p image it can then do some generic scaling operation on. For taking unpatched Switch 1 games and outputting them at even higher resolutions, should be feasible.

First off, the switch in handheld mode outputs to the display a 720p image but the in-game render resolution for everything but the UI is nearly always a dynamic resolution within 300ish-500ish pixels or a fixed resolution below or equal to 720p.
In docked mode, you have the option to output to a TV a 480p, 720p or 1080p video signal but once again, the in-game resolution for everything but the UI is always a dynamic res within (in this case) 400~900p or in case of some really lightweight 2D titles, a fixed higher resolution that caps out at 1080p.

If you actually saw the FSR yt video I sent on that post, you'll see that the in-game UI is not an issue for the FSR functionality on the steam deck.

You said how the switch is limited compared to the steam deck or any PC in terms of resolution but you forgot to mention how that's related to output resolution; the switch can handle a myriad of 16:9 resolutions but also others that aren't within the 16:9 ratio the only issue being, the console is limited to outputting 16:9 video, so anything that isn't in 16:9 will be stretched or have black bars, depending on your monitor and it's settings.

So essentially yes, there's literally nothing preventing nintendo from utilizing FSR on games that don't support it to scale up the 480p or higher dynamic resolution to 1080p. Even if the dynamic res when scaled produces an image beyond 720p/1080p, the console would just downscale and fit it within a 720p/1080p video signal. Problem is, FSR struggles with lower resolutions but like the video I sent earlier showed, even using a 480p resolution as a base, it can produce decent enough results.

For taking unpatched Switch 1 games and outputting them at even higher resolutions, should be feasible.

If FSR is used or the new hardware consistently forces the upper limit of the game's dynamic resolution then yeah sure.
 
How does any of that necessitate a move to 2024? Adding a spatial upscalier to the os level isn't some radical thinking (and they won't do it anyway).
It doesn't? I just said if they made the aforementioned software tweaks, they could definitely get away with doing so.
I mean, they could get away without it, it's just that the pixel nerds would be slightly less pissed (not that nintendo cares).
 
It doesn't? I just said if they made the aforementioned software tweaks, they could definitely get away with doing so.
I mean, they could get away without it, it's just that the pixel nerds would be slightly less pissed (not that nintendo cares).
you said delaying Drake to 2024 could give them the ability to add FSR1.0 to the OS, which doesn't make any sense, timescale-wise. it's a bolt-on feature since it's spatial scaling and it won't even improve anything other than waste memory. the IQ wouldn't even be better since Switch games are too low res in the first place
 
you said delaying Drake to 2024 could give them the ability to add FSR1.0 to the OS, which doesn't make any sense, timescale-wise. it's a bolt-on feature since it's spatial scaling and it won't even improve anything other than waste memory. the IQ wouldn't even be better since Switch games are too low res in the first place
I think they were saying that using FSR as a system-wide performance boost would give Nintendo enough headroom on the current Switch’s performance to be able to push the Drake launch out and maximize sales of the current generation, or something.
 
you said delaying Drake to 2024 could give them the ability to add FSR1.0 to the OS, which doesn't make any sense, timescale-wise. it's a bolt-on feature since it's spatial scaling and it won't even improve anything other than waste memory. the IQ wouldn't even be better since Switch games are too low res in the first place
Except I never said that though? my implication was that they could get away with it, not that they would need to do it in order to have enough time to ship the new hardware.

the IQ wouldn't even be better since Switch games are too low res in the first place
Not every switch game's dynamic res. dips below 480p. specially when docked. I think this would work better by being enabled only when the console's docked.
And like I said, watch any video on FSR on the steam deck like the one I sent earlier itt; even 480p as a base is fine for FSR...

In fact, I actually tested FSR on my laptop on emulators of 480p-era consoles and the end result was fine.
 
you said delaying Drake to 2024 could give them the ability to add FSR1.0 to the OS, which doesn't make any sense, timescale-wise. it's a bolt-on feature since it's spatial scaling and it won't even improve anything other than waste memory. the IQ wouldn't even be better since Switch games are too low res in the first place
Is FSR even used in games? It's there in the graphical API but so far no technical analysis has proven the use of FSR in first party games.

So theories around FSR are really boring.
 
Sense we're talking about FSR, can I just say how impressive Monolith's upscaler for Xenoblade 3 looks? Way better than whatever they were doing in 2.
 
Almost nobody in this thread has indicated that they are expecting any major boosts for games that are not patched. That's an opinion you appear to be inventing.
I'm not going to waste my time screencapping every post itt where someone thinks and/or wishes that unpatched games ran at a higher resolution on the upcoming hardware.
But surely, it was more than once, and coming from different users.
 
First off, the switch in handheld mode outputs to the display a 720p image but the in-game render resolution for everything but the UI is nearly always a dynamic resolution within 300ish-500ish pixels or a fixed resolution below or equal to 720p.
In docked mode, you have the option to output to a TV a 480p, 720p or 1080p video signal but once again, the in-game resolution for everything but the UI is always a dynamic res within (in this case) 400~900p or in case of some really lightweight 2D titles, a fixed higher resolution that caps out at 1080p.
Yes, in-game render resolution varies. But a system setting doesn't tinker with that. Unless all of the in-game scaling before the UI is slapped on is done using one preset system algorithm that would be replaced with a system update. Which is beyond my knowledge to deny, but seems doubtful.
If you actually saw the FSR yt video I sent on that post, you'll see that the in-game UI is not an issue for the FSR functionality on the steam deck.
I've got a Steam Deck and tinkered with its FSR a bit. The point is if I set a game to 960x600 resolution or whatever, it can then use FSR to scale to 1280x800; as opposed to nearest neighbor, bilinear, or just leaving it with big black borders. If the game is already set to 1280x800 mode, systemwide scaling doesn't come into play as it's already receiving and displaying native resolution.

I checked the video you linked to see if I was missing something, but here's a direct quote saying the same thing I am: "Well, it's a little different compared to your normal integration of FSR. With that the sharpening and upscaling pass is done in the middle of of the rendering pipeline leaving the HUD elements untouched. Steam Deck's integrated FSR applies the tech to the entire scene because it's global and not integrated into the game. If a game has FSR integrated, use that instead."
Even if the dynamic res when scaled produces an image beyond 720p/1080p, the console would just downscale and fit it within a 720p/1080p video signal.
Theoretically, sure, it could take a 1080p image, do some extra scaling to 2160p, then scale it back down to 1080p for output--except that taking a system with fixed specs and telling it to suddenly do more work each frame is asking for something from nothing.
 
I'm not going to waste my time screencapping every post itt where someone thinks and/or wishes that unpatched games ran at a higher resolution on the upcoming hardware.
But surely, it was more than once, and coming from different users.
As someone who reads and engages in this thread daily I can tell you confidently that there is barely anyone here who expects this to happen. Possibly no one.

But I'll leave it at that.
 
As someone who reads and engages in this thread daily I can tell you confidently that there is barely anyone here who expects this to happen. Possibly no one.

But I'll leave it at that.
I mean there is precedent (xbox fps/ res boost), but MS BC team is the best and probably best funded in the business. I expect Nintendo BC to be on par with PlayStation at best.
 
0
Please read this staff post before posting.

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


Back
Top Bottom