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

The classic way is just ALUs*Frequency.

FLOPS=Floating Point Operations Per Second. A FLOP is performed by an ALU. Frequency is a measure of how many times the ALU runs it's execution cycle per second. So FLOPS is, obviously, The number of ALUs you have * How many times they can do an operation per second.

In the past, ALUs did one Instruction Per Cycle, but now they can run more. That's the 2 that we use for Nvidia now, but it's been 1 in the past.



It's only useful in this specific case. If I said that Nvidia was 1.3x as performant per-FLOP than AMD, no one would blink. But when I did the benchmarks (I included only one card in my original post) I found that the more predictive strategy was to look at the FP16/FP32 numbers. It comes out to about 1.3 in the end anyway, but only if you compare cards that are close to each other in power. The FLOP averaging is more predicative across big scales

This matters because we can't do apples-to-apples comparisons between consoles isn't possible because they're not open platforms. And if Xbox/Playstation GPU architecture has changes over the desktop versions, we want a way to predict the performance qualities.

If Series S is an 8 TFLOP machine on FP16 operations - especially if games are optimized to use it, and especially if those optimizations are common on the other two consoles - then that matters because it makes it hard to ever get there with Desktop Ampere, no matter how close the FP32 TFLOP number is.

Which leads me, actually, to a second topic I've been looking at - how many tensor cores Drake might have. We know that Orin runs double rate tensor cores, but while doing some research* I discovered it actually has 8 times the tensor performance of desktop Ampere. Not only does Orin run double rate tensor, it also has 4 times as many per SM.

This matters because the DLSS numbers of Drake actually aren't all that great if it's just desktop Ampere. But Nvidia could decide to stick more Tensor cores in there, which would, in turn, up the FP16 speed on the device, and again close the gap.

*I say research, to be clear, this is for work. We're expanding the GPU cluster at my office, and performance measuring of GPUs - at least, datacenter GPUs - is now my job. Which is handy because I didn't actually know anything about modern GPUs till I started hanging around this forum.
So to my understanding we can estimate tensor performance of Drake using (the number of tensor cores per SM on Desktop Amere) * 4 *(the tensor performance per tensor core on Ampere) * 8 ?

By finding the differences between Turing and Ampere regarding number of tensor cores and tensor perf per core, could we estimate a millisecond cost for DLSS using Digital's Foundry numbers in that old DLSS for Switch Pro video ?
 
Which leads me, actually, to a second topic I've been looking at - how many tensor cores Drake might have. We know that Orin runs double rate tensor cores, but while doing some research* I discovered it actually has 8 times the tensor performance of desktop Ampere. Not only does Orin run double rate tensor, it also has 4 times as many per SM.

This matters because the DLSS numbers of Drake actually aren't all that great if it's just desktop Ampere. But Nvidia could decide to stick more Tensor cores in there, which would, in turn, up the FP16 speed on the device, and again close the gap.

*I say research, to be clear, this is for work. We're expanding the GPU cluster at my office, and performance measuring of GPUs - at least, datacenter GPUs - is now my job. Which is handy because I didn't actually know anything about modern GPUs till I started hanging around this forum.
So far, NVN2 heavily implies that the performance of Drake's Tensor cores is practically very similar, if not the same as, the Tensor cores on consumer Ampere GPUs.
 
So it could be that Nvidia designed Orin to have massive Tensor performance because of its nature as an autonomous car chip, and Nintendo thought the big tensor performance was not worth it and as such Drake uses the desktop Ampere design ?

I guess it should still be good enough, but maybe if I got time I could try and guesstimate an eventual millisecond cost, to see if 4K DLSS is realistic, or if 1080p will be the target.

Or maybe someone has already done that and I'm just wasting my time idk
 
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So to my understanding we can estimate tensor performance of Drake using (the number of tensor cores per SM on Desktop Amere) * 4 *(the tensor performance per tensor core on Ampere) * 8 ?
Simpler, even. Sparse INT8 TOPS are 8x TFLOPS.


By finding the differences between Turing and Ampere regarding number of tensor cores and tensor perf per core, could we estimate a millisecond cost for DLSS using Digital's Foundry numbers in that old DLSS for Switch Pro video ?
Yes we could! And the numbers are... very bad actually! But it's only 2 data points, and it's only for 4K output, so it's not super useful.

My initial estimates for DLSS time were just halving Orin, because I was accounting for the double rate cores, but I wasn't accounting for the fact Orin has more tensor cores than desktop.

Yea, I'm assuming it's the same kind of tensor core. My question is, how many per-SM? Orin goes with a double rate tensor core, and 4/SM. In theory, if Nvidia/Nintendo wanted better FP16 performance (as it seems AMD/Microsoft went for) they could increase that number. Which would also improve DLSS times.

My default right now is "same as desktop" but I now see two reasons why that might not be the right move
 
FYI, that isn't from NVN2. NVN2 is just a graphics API/driver.

Which leads me, actually, to a second topic I've been looking at - how many tensor cores Drake might have. We know that Orin runs double rate tensor cores, but while doing some research* I discovered it actually has 8 times the tensor performance of desktop Ampere. Not only does Orin run double rate tensor, it also has 4 times as many per SM.
Desktop Ampere, Orin, and Drake all have 4 tensor cores per SM. I can't speak to your performance findings, but both Nvidia's public documentation and the leaked source confirm the number for GA102 and GA10B, and the latter confirms it for GA10F.
 
I've been pondering what sort of hardware innovations Nintendo could adopt while retaining the Nintendo Switch concept.

One idea I keep coming back to is the fact that in recent times Nintendo have relied heavily on IR technology. Examples include the Wii Remote pointer and sensor bar, New 3DS face tracking, Nintendo Switch Joy-Con and Nintendo Labo. It would make sense to utilise IR technology further as both hardware and software developers at Nintendo have a history of making good use of it.

Thinking about how they've used IR in the past and how best to integrate it into a Nintendo Switch-like design, I feel like using an IR camera array for eye tracking may have the most impact on game design and as a concept would be quite easy to sell to a mass market audience. They used similar technology in New 3DS models for face tracking so NERD could have conceivably developed the technology further in the past few years. Also the addition of an input device as intuitive as a persons eyes is a very Nintendo-like concept.

If Nintendo went down this route, they could satisfy the demand for a new more powerful Nintendo Switch system while also being able to differentiate the system from the Nintendo Switch and find new gameplay innovations through eye tracking. The camera array could also be used in other ways, similar to Labo, especially if it were detachable from the main unit.

Branding could also be updated here to reflect that this is not simply a Nintendo Switch. For example Nintendo could name the device something like "Nintendo Focus" or similar to direct attention to the systems main new concept.

I'd imagine a handheld only experience would be required but it'd be interesting if having some sort of "Halo" accessory for TV and monitor eye tracking could also be possible. I can imagine achieving such a system via a Joy-Con and Joy-Con-Grip-like relationship with detachable IR camera array slotting into a head mounted "Halo" device or via optional accessory IR camera array "Halo."

Of course this type of new input could also be kept to handheld and table-top play as a way to lower complexity with more tradition control schemes used in TV or monitor play.

I'd love to hear ideas from everyone here!
 
Just thinking. It seemed like pre-"cancellation" reports, the consensus here was that Nintendo would continue to produce at most 2 of the OLED/v2/Lite models (the exact scenario was up for discussion) - or put another way, they would discontinue at least 1 of them. But now, since Nintendo has allegedly decided to do a clean generational break (as opposed to a premium revision) with their next hardware, could they have decided to discontinue all 3?
They didn't do that with previous clean generation breaks, excepting where the market had already decided the old hardware was dead.
I’m struggling to understand what part is is that people think will cause this massive jump over equivalent part costs in 2017 when Switch’s MSRP was established.
The part where Nintendo realizes they launched Switch way too cheap and missed out on billions of dollars. If they wish they'd launched for $350 back then, then $450 is probably the closest roundest equivalent for 2023 or 2024.
 
They didn't do that with previous clean generation breaks, excepting where the market had already decided the old hardware was dead.

The part where Nintendo realizes they launched Switch way too cheap and missed out on billions of dollars. If they wish they'd launched for $350 back then, then $450 is probably the closest roundest equivalent for 2023 or 2024.
you have to balance that with happened to them with the 3DS. it's always more expensive to correct a mistake. The 3DS never really recovered.
 
Branding could also be updated here to reflect that this is not simply a Nintendo Switch. For example Nintendo could name the device something like "Nintendo Focus" or similar to direct attention to the systems main new concept.
I don't anticipate them letting go of the Switch name for some time. More likely to see some kind of superlative or descriptor like 'Switch XR'.
 
The part where Nintendo realizes they launched Switch way too cheap and missed out on billions of dollars. If they wish they'd launched for $350 back then, then $450 is probably the closest roundest equivalent for 2023 or 2024.
But they don't realize or wish that. The Switch is their most lucrative system ever. By the only definition that matters, they launched it at exactly the right price. This unknowable/counterfactual scenario would never be used as an excuse to push the price up when they have a proven winning strategy and no reason to fix what isn't broken.
 
you have to balance that with happened to them with the 3DS. it's always more expensive to correct a mistake. The 3DS never really recovered.
3DS was a much bigger step, though. Even after inflation adjustment, 3DS's launch price was about 43% greater than DS's. If they were to pull that with Switch sometime this year, we'd be talking more like $550 than $450. So to complete the comparison I guess I'm saying 3DS might've gotten away with launching at $200.
 
But they don't realize or wish that. The Switch is their most lucrative system ever. By the only definition that matters, they launched it at exactly the right price.
This could also be true if they'd launched for $200, but it doesn't tell us much. If they're selling the 120th million system for $300+, they sure as hell know they could've gotten a lot more out of the first ten, twenty, fifty million.
 
Not cutting the price is part of the strategy. And they're going to repeat this strategy.
They could also justify it via, "inflation." Instead of increasing the price of the switch like Sony and MS is doing for their consoles, they could argue that.

Really hoping for a $50 price drop for the OG and OLED units when the switch 2ldrkse releases though..
 
FYI, that isn't from NVN2. NVN2 is just a graphics API/driver.


Desktop Ampere, Orin, and Drake all have 4 tensor cores per SM. I can't speak to your performance findings, but both Nvidia's public documentation and the leaked source confirm the number for GA102 and GA10B, and the latter confirms it for GA10F.
Okay, something the hell is up. Not with Nintendo, with this damn Nvidia documentation.
 
Not cutting the price is part of the strategy. And they're going to repeat this strategy.

I would strongly recommend Nintendo not do this in a 2% inflation environment and we're quickly heading back there.

This would also be disastrous if unemployment climbs back up.

Especially if the Switch 2 is $400 to $500
 
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Perhaps I'm not explaining myself clearly enough. While Nintendo's budgets will probably overall trend upwards for Drake exclusives, the idea that BotW would be the new floor, as you said before, is unfounded, and I think really misunderstands not only the factors at play but the strategic differences between how Nintendo and Sony manage their resources. Nintendo publishes a much wider variety of games at a wider variety of budgets, and what's needed to make a game look "good" for the hardware is going to vary wildly. They're not like Sony who pours such an ungodly amount of resources into a small number of hyper-detailed projects that they're starting to have to sell them again on PC to make back their investment.

I'm not sure the "squeezing" metaphor is something that's really helpful here, because that's something that only comes into play as you start scraping up against the hardware's limits and is less necessary the more powerful and more developer-friendly the hardware is.
The PC part is definitely not true, GOW Ragnarok already got back its budget many times and sold 11 million in three months... So starting from there, what you're saying is nothing short than an overestimation of how much money Sony exclusives take to make. The truth is that many of their games weren't even more expensive than RDR2, which supposedly costed 100 million minus the marketing budget. Just keeping that clear for obvious reasons, only titles like TLOU2 have possibly costed all that much to develop and that's a big doubt, because Sony has shown to handle their budgets and dev times as good (if not better) as Nintendo. The brand and their exclusives have literally never been more profitable, that wouldn't be possible if they wasted as much money as you claim they do.

BOTW is literally a Wii U game that only took this much effort to make because Nintendo had to make a new engine and gain expertise in the genre from scratch, just so the console could even run it. Nowadays, if the rest of the studios will be literally unable to match its technical side in a regular dev cycle with a much stronger system, experience beforehand and supposedly same-ish tools as many claim here... I'm sorry, but I don't see how that's a good thing or basically worth coping on from pretty much any perspective. The 1 billion exists after all, and if Sony is anything to go by... They were able to put out Horizon FW and R&C in five years while Ragnarok in four over the originals, which is about the time a big Nintendo release takes to make nowadays (actually for longer in cases like Mario, Zelda and Metroid, which kind of make them look less efficient from the get go).

If we can't even get them to match with their terms, and in the best case, beat PS4 releases as a whole company through the course of the next generation... Well, guess there will be the "wider budget releases", but I'm yet to see how settling down for that for most of the company's output with the circumstances they're now in is a remotely good thing, unless you want them to pump out games faster for the sake of it. I can understand it for the 2D/isometric/gimmicky output because they're supposed to be cheap and simple like it has always been, but when explicitly talking about their biggest IPs and the technical departments they will achieve on Drake hardware... You shouldn't be expecting anything less than what we already know the SoC can do, otherwise I might as well stick with the Switch while it lasts.
 
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They didn't do that with previous clean generation breaks, excepting where the market had already decided the old hardware was dead.

The part where Nintendo realizes they launched Switch way too cheap and missed out on billions of dollars. If they wish they'd launched for $350 back then, then $450 is probably the closest roundest equivalent for 2023 or 2024.
This could also be true if they'd launched for $200, but it doesn't tell us much. If they're selling the 120th million system for $300+, they sure as hell know they could've gotten a lot more out of the first ten, twenty, fifty million.
It's like people forget what happened with the 3DS launch all of a sudden. We have as close to an apples-to-apples comparison as one can get: new more technically capable hardware succeeding Nintendo's most successful hardware cycle to date, priced higher to try and profiteer off hardware day one. What was the result? OH YEAH, they slashed the price by over 30% within its first year at market, something they hadn't done since the Virtual Boy.
 
3DS was a much bigger step, though. Even after inflation adjustment, 3DS's launch price was about 43% greater than DS's. If they were to pull that with Switch sometime this year, we'd be talking more like $550 than $450. So to complete the comparison I guess I'm saying 3DS might've gotten away with launching at $200.
Edit: nvm, had the prices completely reversed. i somehow thought the OG DS launched $130 and Lite at $150, but had it reversed.

That said, I can see you point. 3DS had a lot of other issues. I think that generation of Nintendo was drunk on their own success. The big blast of 3rd party releases at launch of both the 3DS and Wii U actually hurt them more than helped as all the games bombed, as the userbase wasn't large enough to buy all the games nor digest them and it turned off third parties right off the bat. The way 3rd party titles slowly rolled out on Switch throughout 2017 was the right move. Each title soaked up demand and the spring launch allowed all the launch window titles a chance to sell again to new users during the big Xmas sales spike.
 
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3DS was a much bigger step, though. Even after inflation adjustment, 3DS's launch price was about 43% greater than DS's. If they were to pull that with Switch sometime this year, we'd be talking more like $550 than $450. So to complete the comparison I guess I'm saying 3DS might've gotten away with launching at $200.
No, we're talking about a 33.3% increase instead, which still isn't small by any stretch of the imagination.
We can argue that they could have gotten away with a $200 MSRP for 3DS, but it could have gone either way where the only difference is the price slash wouldn't have seemed as drastic.
The primary point being, if they don't have to profit on day one to have a wildly successful and lucrative product in the long term, is it worth the 50/50 risk to the longer-term prospects of the platform? The answer should be a resounding "no", especially when the only time they tried to achieve large day-one profits outside the Wii was a highly-notable failure, while achieving minimal to no profit with near break-even launch pricing has typically worked out better for them.
 
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Some of them already are. NAND flash prices have been down significantly and persistently since 2019. Retail RAM prices seem to indicate a mild cost decrease compared to what was new tech in 2017, as well.
And with the SoC, despite its fancy new features and Thraktor’s position of an incoming production swell causing oversupply, has most of its cost associated with the price of a silicon wafer and how many usable chips you can squeeze out of production to begin with (which, for the same size of wafer, a smaller process node should mean more or equal chips per production run to begin with), which should remain favourable to Nintendo if Nvidia can bin and re-use partly-faulty chips.

EDIT: Plus, wasn’t that “deal” on the TX1 mostly supposition anyways?
The "deal" on the TX1 comes from one of the earliest rumors of Nintendo going with Nvidia for project NX. IIRC, the source is known for editorializing, so it's of fairly dubious credibility.
The PC part is definitely not true, GOW Ragnarok already got back its budget many times and sold 11 million in three months... So starting from there, what you're saying is nothing short than an overestimation of how much money Sony exclusives take to make. The truth is that many of their games weren't even more expensive than RDR2, which supposedly costed 100 million minus the marketing budget. Just keeping that clear for obvious reasons, only titles like TLOU2 have possibly costed all that much to develop and that's a big doubt, because Sony has shown to handle their budgets and dev times as good (if not better) as Nintendo. The brand and their exclusives have literally never been more profitable, that wouldn't be possible if they wasted as much money as you claim they do.

BOTW is literally a Wii U game that only took this much effort to make because Nintendo had to make a new engine and gain expertise in the genre from scratch, just so the console could even run it. Nowadays, if the rest of the studios will be literally unable to match its technical side in a regular dev cycle with a much stronger system, experience beforehand and supposedly same-ish tools as many claim here... I'm sorry, but I don't see how that's a good thing or basically worth coping on from pretty much any perspective. The 1 billion exists after all, and if Sony is anything to go by... They were able to put out Horizon FW and R&C in five years while Ragnarok in four over the originals, which is about the time a big Nintendo release takes to make nowadays (actually for longer in cases like Mario, Zelda and Metroid, which kind of make them look less efficient from the get go).

If we can't even get them to match with their terms, and in the best case, beat PS4 releases as a whole company through the course of the next generation... Well, guess there will be the "wider budget releases", but I'm yet to see how settling down for that for most of the company's output with the circumstances they're now in is a remotely good thing, unless you want them to pump out games faster for the sake of it. I can understand it for the 2D/isometric/gimmicky output because they're supposed to be cheap and simple like it has always been, but when explicitly talking about their biggest IPs and the technical departments they will achieve on Drake hardware... You shouldn't be expecting anything less than what we already know the SoC can do, otherwise I might as well stick with the Switch while it lasts.
Yeah, I feel like this framing is just too simplified to be of much value. You're compressing out the differences in the actual content and scope of the games entirely, which one of the big reasons BotW is such an outlier. BotW is a massive, heavily systems driven, open world game. Even with finished tools, it's just not an easy sort of game to make (see: TotK). Most Nintendo games aren't trying to be BotW and really don't need to be. They produce a wide spectrum of games, and are one of the most prolific publishers in the industry as a result.

I really don't see any reason to be worried about Nintendo's ability to deliver as they always have on Drake. The games will take better advantage of the hardware as time goes on, but that's literally always true of every console. Ultimately I think the view that every single game (or even every single "big" game) needs to squeeze out every last drop of power of the hardware is, in addition to being sort of out of touch with reality, a bit toxic, since it contributes to the frankly unsustainable "AAA" space that uses extensive whaling to stay afloat. Technical execution only matters to a point.
 
Okay, something the hell is up. Not with Nintendo, with this damn Nvidia documentation.
I remember awhile back we were going over this in detail looking over these whitepapers and the only difference that could be found between Orin's Tensor cores and GA102, was that increase in cache per GPC. Both utilize 3rd generation Tensor cores and nothing else made much sense, other than the increased cache allowed the GPU to perform better.

Which we kind of saw with comparisons between RDNA2 vs Ampere, that even though Ampere claimed much higher theoretical FLOPS performance, the Ampere architecture was memory bandwidth starved vs RDNA2's Infinity cache(which seems to be remedied in the Lovelace architecture).
 
No, we're talking about a 33.3% increase instead, which still isn't small by any stretch of the imagination.
We can argue that they could have gotten away with a $200 MSRP for 3DS, but it could have gone either way where the only difference is the price slash wouldn't have seemed as drastic.
The primary point being, if they don't have to profit on day one to have a wildly successful and lucrative product in the long term, is it worth the 50/50 risk to the longer-term prospects of the platform? The answer should be a resounding "no", especially when the only time they tried to achieve large day-one profits outside the Wii was a highly-notable failure, while achieving minimal to no profit with near break-even launch pricing has typically worked out better for them.
Except the DS market had already been taken away by smartphones and the 3ds released with an unappealing gimmick that was said could hurt children's eyesight. This hasn't happened with the Switch and the Switch OLED showed the exact opposite: there is a large demographic interested in spending more for a better hardware.
 
Except the DS market had already been taken away by smartphones and the 3ds released with an unappealing gimmick that was said could hurt children's eyesight. This hasn't happened with the Switch and the Switch OLED showed the exact opposite: there is a large demographic interested in spending more for a better hardware.
If the market was taken away by smartphones or because of stereoscopic 3D, no price decrease could have created the seemingly rapid turnaround in sales that occurred. The market shrank overall, yes, that is undeniable, but the price for those potential consumers that remained was still repellent, considering it could only sell 710K units in its first full post-launch quarter worldwide. The same quarter the following year, sales were up 163% YoY, more than 2.5x more. Consumer attrition to smartphones can only explain an overall total lifetime sales decrease, not why consumers weren't buying it until a price drop.

Anyone operating under the assumption that Nintendo has a certain degree of protection when it comes to price sensitivity needs a reality check, NO company does, no matter how high the wave they're riding is. And while you don't perceive anything capturing consumer attention, it's easy to forget that the #1 competition for attention when it comes to the Switch's successor is the Switch itself. And you're right, it is massively successful, it does have high engagement by owners (moreso than any Nintendo hardware in its sunset years has had before), but that engagement is a double-edged blade when it comes to new hardware. You don't combat that by relying on a subset of consumers willing to buy an OLED as evidence that a higher price is tolerable, because you're not merely selling product to that subset of owners.

The #1 weakness in Nintendo's brand right now is the impression that they struggle to make lightning strike twice in the modern era. Wii to Wii U, DS to 3DS, it gives an impression that Nintendo can not follow up success with more success (there's no shortage of folks who are nervous about that in Nintendo enthusiast spaces, never mind what the industry thinks) and this is their opportunity to correct the record and say "untwist your knickers, we got this".

And no matter which way you look at it, selling hardware for $400 or more is gambling with their future prospects. You might see it as low risk, but it's not zero risk.
 
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If the market was taken away by smartphones or because of stereoscopic 3D, no price decrease could have created the seemingly rapid turnaround in sales that occurred. The market shrank overall, yes, that is undeniable, but the price for those potential consumers that remained was still repellent, considering it could only sell 710K units in its first full post-launch quarter worldwide. The same quarter the following year, sales were up 163% YoY, more than 2.5x more. Consumer attrition to smartphones can only explain an overall total lifetime sales decrease, not why consumers weren't buying it until a price drop.

Anyone operating under the assumption that Nintendo has a certain degree of protection when it comes to price sensitivity needs a reality check, NO company does, no matter how high the wave they're riding is. And while you don't perceive anything capturing consumer attention, it's easy to forget that the #1 competition for attention when it comes to the Switch's successor is the Switch itself. And you're right, it is massively successful, it does have high engagement by owners (moreso than any Nintendo hardware in its sunset years has had before), but that engagement is a double-edged blade when it comes to new hardware. You don't combat that by relying on a subset of consumers willing to buy an OLED as evidence that a higher price is tolerable, because you're not merely selling product to that subset of owners.

The #1 weakness in Nintendo's brand is that they struggle to make lightning strike twice in the modern era. Wii to Wii U, DS to 3DS, it gives an impression that Nintendo can not follow up success with more success (there's no shortage of folks who are nervous about that in Nintendo enthusiast spaces, never mind what the industry thinks) and this is their opportunity to correct the record.
3DS sales started to turn around when Nintendo not only cut the price, but also started releasing desirable software rapidly.

The Switch OLED is not a product for the enthusiasts, it's the main model. It's not the ps4 pro, it's the new 3ds xl.
 
3DS sales started to turn around when Nintendo not only cut the price, but also started releasing desirable software rapidly.

The Switch OLED is not a product for the enthusiasts, it's the main model. It's not the ps4 pro, it's the new 3ds xl.
40% of all OLEDs sold are sold to people who already own a Switch. They may not be Nintendo enthusiasts like us, but that figure certainly indicates they're Switch enthusiasts, especially when 2nd Switch purchases across the entire lineup account for 25%. When you account for the fact that 30% of Lite buyers are buying their 2nd device, in terms of attracting new buyers, the non-OLED non-Lite model appears to still rule the roost worldwide.
 
The "deal" on the TX1 comes from one of the earliest rumors of Nintendo going with Nvidia for project NX. IIRC, the source is known for editorializing, so it's of fairly dubious credibility.

Yeah, I feel like this framing is just too simplified to be of much value. You're compressing out the differences in the actual content and scope of the games entirely, which one of the big reasons BotW is such an outlier. BotW is a massive, heavily systems driven, open world game. Even with finished tools, it's just not an easy sort of game to make (see: TotK). Most Nintendo games aren't trying to be BotW and really don't need to be. They produce a wide spectrum of games, and are one of the most prolific publishers in the industry as a result.

I really don't see any reason to be worried about Nintendo's ability to deliver as they always have on Drake. The games will take better advantage of the hardware as time goes on, but that's literally always true of every console. Ultimately I think the view that every single game (or even every single "big" game) needs to squeeze out every last drop of power of the hardware is, in addition to being sort of out of touch with reality, a bit toxic, since it contributes to the frankly unsustainable "AAA" space that uses extensive whaling to stay afloat. Technical execution only matters to a point.
If the games will only "take better advantage of the hardware as now on" with the massive amount of time and apparent effort they already take to make (which is already a lot more time than other exclusive releases, funnily enough)... You will be kind of giving me the reason about them being unable to make comparable console games anytime soon even with abnormally long dev times and up-to-date systems compared to the rest, simply because (plot twist) they're less experienced at making these kinds of games. Even then, it's been already proven many times before graphics are only a small part of why the AAA space is supposedly unsustainable (which is not even true for the studios that make them), it's the stupidly massive amount of content they usually have to extend their runtime as much as possible, dwarfing that of games from 15 years ago. That has always been a poor argument from someone that didn't know a single thing about how the development pipelines actually work. Not a good sign for the thread you're using it in its most simplistic form and people even vote you for it.

If Nintendo games were made faster because they looked worse, we would already have ToTK and Prime 4 out by now. They take just as much time to get made as every impressive AAA release out there, despite being technically obsolete and being designed for a single system, so that's definitely not the biggest reason at all. When even the manufacturer in hand simply can't do it despite being two generations behind in this regard, this is what simplifying things looks like.
 
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40% of all OLEDs sold are sold to people who already own a Switch. They may not be Nintendo enthusiasts like us, but that figure certainly indicates they're Switch enthusiasts.
From your own article: "which is ten percent higher than the amount of Switch Lite repeat buyers". 30% of Switch Lite buyers already own a Switch.

Considering that the Lite sells significantly less than the OLED, we may conclude that the Lite had done less to increase the appeal and userbase of the Switch than the OLED. Once again, price alone is not the dealbreaker (as long as it's not something ridiculous).
 
I remember awhile back we were going over this in detail looking over these whitepapers and the only difference that could be found between Orin's Tensor cores and GA102, was that increase in cache per GPC. Both utilize 3rd generation Tensor cores and nothing else made much sense, other than the increased cache allowed the GPU to perform better.
Orin has wider tensor cores, it's similar to GA100. It's all to do with the theoretical performance rather than efficiency gains or whatever, although it sounds like the larger shared memory is necessary for that.

8192 x SMs x Max Freq gives you the number of sparse 8bit operations/second on Orin/GA100, (gpu only, not counting Orin's 100+ DLA TOPS) whereas on the PC GPUs it's 4096 instead of 8192.
 
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Orin has wider tensor cores, it's similar to GA100. It's all to do with the theoretical performance rather than efficiency gains or whatever, although it sounds like the larger shared memory is necessary for that.

8192 x SMs x Max Freq gives you the number of sparse 8bit operations/second on Orin/GA100, (gpu only, not counting Orin's 100+ DLA TOPS) whereas on the PC GPUs it's 4096 instead of 8192.

I would have to see the documentation on that, in Orin's whitepaper it pretty much describes 3rd generation Tensor Cores just like GA102 does...
 
Inspired by Oldpuck's tool, here's something similar for Tensor performance.
It's not finished but I know I'm extremely far from being as knowledgeable as many of you on GPU stuff and wanted feedback on what's there.


Edit : re-read Oldpuck's post and realized I vastly misunderstood the Orin tensor performance - the tensor cores are 4X as many and the same performance as A100, not 4X as performant as A100 like my stupid ass thought. I can't fix it now but when I'm back home I'll fix that.
 
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Quoted by: LiC
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I would have to see the documentation on that, in Orin's whitepaper it pretty much describes 3rd generation Tensor Cores just like GA102 does...
GA102
Third-Generation Tensor Cores
The GA10x SM incorporates NVIDIA's new third-generation Tensor Cores, which support many new data types for improved performance, efficiency, and programming flexibility. A new Sparsity feature can take advantage of fine-grained structured sparsity in deep learning networks to double the throughput of Tensor Core operations over the prior generation Turing Tensor Cores. New Tensor Float 32 (TF32) precision provides up to 5X the training throughput over the previous generation to accelerate AI and data science model training without requiring any code changes. The third-generation Tensor Cores accelerate AI denoising, NVIDIA DLSS for AI super resolution (now with support for up to 8K), the NVIDIA Broadcast app for AI-enhanced video and voice communications, and the NVIDIA Canvas app for AI-powered painting.
Jetson AGX Orin
3rd Generation Tensor Cores and Sparsity
NVIDIA Tensor cores provide the performance necessary to accelerate next generation AI applications. Tensor cores are programmable fused matrix-multiply-and-accumulate units that execute concurrently alongside the CUDA cores. Tensor cores implement floating point HMMA (Half-Precision Matrix Multiply and Accumulate) and IMMA (Integer Matrix Multiple and Accumulate) instructions for accelerating dense linear algebra computations, signal processing, and deep learning inference.

Also take a look at the Tensor core code for GA10F (T239) LiC found and shared with Thraktor (via ReddDreadtheLead), and Thraktor's comments.
 
And no matter which way you look at it, selling hardware for $400 or more is gambling with their future prospects. You might see it as low risk, but it's not zero risk.
I will preface it that I agree with the main point that Nintendo won't have big profit margins at launch. If Reggie interview is to be believed, the 3DS cost them roughly $220 at launch and NCL was fine selling at that price but not at loss ($199). So, there was never really a time where they were too greed with launch profit margins. And with how much they make from software, the gains are not worth the risk.

With that said, the 3DS problem wasn't the price. All the price drop did was frontload sales from those who were interested but usually wait for discounts on year 3. But price only takes you so far, as shown by the 2DS which went as low as 80 bundled with flagship games and yet sales keep going down from the peak on year 1 and 2.

If they had made a more attractive product, they could have succeed at 250 or maybe more. Just like the $400 PS4 did far better than the $300~350 Wii U.

Between, for example, a $350 Drake and a $450 Drake with barely any difference besides the profit margin, sure the later is far more risky. If with that extra $100 they can make a significantly more compelling product though (e.g. Switch vs Switch Lite), going cheaper doesn't means safer.
 
If the games will only "take better advantage of the hardware as now on" with the massive amount of time and apparent effort they already take to make (which is already a lot more time than other exclusive releases, funnily enough)... You will be kind of giving me the reason about them being unable to make comparable console games anytime soon even with abnormally long dev times and up-to-date systems compared to the rest, simply because (plot twist) they're less experienced at making these kinds of games. Even then, it's been already proven many times before graphics are only a small part of why the AAA space is supposedly unsustainable (which is not even true for the studios that make them), it's the stupidly massive amount of content they usually have to extend their runtime as much as possible, dwarfing that of games from 15 years ago. That has always been a poor argument from someone that didn't know a single thing about how the development pipelines actually work. Not a good sign for the thread you're using it in its most simplistic form and people even vote you for it.

If Nintendo games were made faster because they looked worse, we would already have ToTK and Prime 4 out by now. They take just as much time to get made as every impressive AAA release out there, despite being technically obsolete and being designed for a single system, so that's definitely not the biggest reason at all. When even the manufacturer in hand simply can't do it despite being two generations behind in this regard, this is what simplifying things looks like.
tommy-lee-jones-no-country-for-old-men.gif
 
If the games will only "take better advantage of the hardware as now on" with the massive amount of time and apparent effort they already take to make (which is already a lot more time than other exclusive releases, funnily enough)... You will be kind of giving me the reason about them being unable to make comparable console games anytime soon even with abnormally long dev times and up-to-date systems compared to the rest, simply because (plot twist) they're less experienced at making these kinds of games. Even then, it's been already proven many times before graphics are only a small part of why the AAA space is supposedly unsustainable (which is not even true for the studios that make them), it's the stupidly massive amount of content they usually have to extend their runtime as much as possible, dwarfing that of games from 15 years ago. That has always been a poor argument from someone that didn't know a single thing about how the development pipelines actually work. Not a good sign for the thread you're using it in its most simplistic form and people even vote you for it.

If Nintendo games were made faster because they looked worse, we would already have ToTK and Prime 4 out by now. They take just as much time to get made as every impressive AAA release out there, despite being technically obsolete and being designed for a single system, so that's definitely not the biggest reason at all. When even the manufacturer in hand simply can't do it despite being two generations behind in this regard, this is what simplifying things looks like.
Man, you are REALLY overestimating the time it takes to make graphic assets in the production of a game.
Making models with more polygons and textures in high resolution can actually be faster, since you don't have to work with limitations.
You also have to remember that it is much simpler to optimize a game for current hardware than for the 2015 Tegra X1.
 
Edit : re-read Oldpuck's post and realized I vastly misunderstood the Orin tensor performance - the tensor cores are 4X as many and the same performance as A100, not 4X as performant as A100 like my stupid ass thought. I can't fix it now but when I'm back home I'll fix that.
Oldpuck can clarify about the performance testing, but the number of tensor cores per SM should be the same for all Ampere GPUs at 4, and what (we think) we know for sure about Orin's tensor cores is that they have the same performance as desktop Ampere (and Drake) except for various half-precision operations, where Orin has exactly 2x the performance.
 
Oldpuck can clarify about the performance testing, but the number of tensor cores per SM should be the same for all Ampere GPUs at 4, and what (we think) we know for sure about Orin's tensor cores is that they have the same performance as desktop Ampere (and Drake) except for various half-precision operations, where Orin has exactly 2x the performance.
Indeed, that's what the specsheet indicates.

Curious what is the source of that 8x improvement, if the tensor cores are the same double rate as in A100.

Also, does anyone know if DLSS is a sparse or dense model ? I put it as a selection in my prototype calculator but if we know we can remove that one variable.
 
After a bit of research in Nvidia's papers the Tensor INT8 Sparse per SM is 9.75 on A100. It's 7.5 on Orin. It's 7 on desktop Ampere.

@oldpuck we need your wisdom. Is the 8x perf improvement in some specific tasks ? Like something else than INT8 ?
 
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The "deal" on the TX1 comes from one of the earliest rumors of Nintendo going with Nvidia for project NX. IIRC, the source is known for editorializing, so it's of fairly dubious credibility.

Yeah, I feel like this framing is just too simplified to be of much value. You're compressing out the differences in the actual content and scope of the games entirely, which one of the big reasons BotW is such an outlier. BotW is a massive, heavily systems driven, open world game. Even with finished tools, it's just not an easy sort of game to make (see: TotK). Most Nintendo games aren't trying to be BotW and really don't need to be. They produce a wide spectrum of games, and are one of the most prolific publishers in the industry as a result.

I really don't see any reason to be worried about Nintendo's ability to deliver as they always have on Drake. The games will take better advantage of the hardware as time goes on, but that's literally always true of every console. Ultimately I think the view that every single game (or even every single "big" game) needs to squeeze out every last drop of power of the hardware is, in addition to being sort of out of touch with reality, a bit toxic, since it contributes to the frankly unsustainable "AAA" space that uses extensive whaling to stay afloat. Technical execution only matters to a point.

Nintendo probably did have a lot of leverage over Nvidia on the Tegra X1 deal. If Nintendo walked and used something else, Nvidia would've probably been screwed as the Tegra X1 really wasn't taking off as a big ticket processor they were banking on it to be.
 
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Also, does anyone know if DLSS is a sparse or dense model ? I put it as a selection in my prototype calculator but if we know we can remove that one variable.
It’s not an either-or situation. The neural network is trained, and some of the weights will be near zero. Sparsity acceleration clips up to half of those near-zero values by skipping the multiplication. You can’t predict a priori how those sparse weights will be distributed in the network.

EDIT:
I double checked this, and I realized I was actually wrong on one of the significant points. Sparsity acceleration does actually always skip 2 out of every set of 4 neighboring weights. The accuracy of the neural network predictions will be significantly affected if you prune weights that are not close to zero, but it will have a 2x throughput increase no matter what. Sorry for being misleading!
 
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It’s not an either-or situation. The neural network is trained, and some of the weights will be near zero. Sparsity acceleration clips up to half of those near-zero values by skipping the multiplication. You can’t predict a priori how those sparse weights will be distributed in the network.
Thanks for the explanation. So, if I understand correctly, the best option to estimate DLSS cost on Drake would be either to find a point of comparison with Ampere (I don't know if we have) or find some Nvidia paper where they say "Sparsity is so cool and awesome it gave a X% improvement to DLSS".
 
If the games will only "take better advantage of the hardware as now on" with the massive amount of time and apparent effort they already take to make (which is already a lot more time than other exclusive releases, funnily enough)... You will be kind of giving me the reason about them being unable to make comparable console games anytime soon even with abnormally long dev times and up-to-date systems compared to the rest, simply because (plot twist) they're less experienced at making these kinds of games. Even then, it's been already proven many times before graphics are only a small part of why the AAA space is supposedly unsustainable (which is not even true for the studios that make them), it's the stupidly massive amount of content they usually have to extend their runtime as much as possible, dwarfing that of games from 15 years ago. That has always been a poor argument from someone that didn't know a single thing about how the development pipelines actually work. Not a good sign for the thread you're using it in its most simplistic form and people even vote you for it.

If Nintendo games were made faster because they looked worse, we would already have ToTK and Prime 4 out by now. They take just as much time to get made as every impressive AAA release out there, despite being technically obsolete and being designed for a single system, so that's definitely not the biggest reason at all. When even the manufacturer in hand simply can't do it despite being two generations behind in this regard, this is what simplifying things looks like.
I'm not sure you're even reading what I'm saying, because you're responding to a post where I literally point out that BotW's content is not particularly representative of Nintendo's output as a whole.

Also like, I'm not sure what the deal is with the sudden focus on development time. Making video games is a creative process with idiosyncratic time costs at the best of times, and as you likely remember, the last few years have not been "the best of times". Troubled development can happen regardless of what sort of hardware power or fidelity is being targeted.

And again, all consoles are better utilized as time goes on. Just look at PS5/XS, which still frequently aren't even the lead platform for first party games.
 
Thanks for the explanation. So, if I understand correctly, the best option to estimate DLSS cost on Drake would be either to find a point of comparison with Ampere (I don't know if we have) or find some Nvidia paper where they say "Sparsity is so cool and awesome it gave a X% improvement to DLSS".
I double checked this, and I realized I was actually wrong on one of the significant points. Sparsity acceleration does actually always skip 2 out of every set of 4 neighboring weights. The accuracy of the neural network predictions will be significantly affected if you prune weights that are not close to zero, but it will have a 2x throughput increase no matter what. Sorry for being misleading!
 
I double checked this, and I realized I was actually wrong on one of the significant points. Sparsity acceleration does actually always skip 2 out of every set of 4 neighboring weights. The accuracy of the neural network predictions will be significantly affected if you prune weights that are not close to zero, but it will have a 2x throughput increase no matter what. Sorry for being misleading!
Oh okay. So the idea is the sparsity algorithm starts with a dense matrix, and doesn't just cut values near 0 but modifies the matrix such as it's possible to cut 50% without modifying too much the output. But obviously there's still some loss.
Basically it's optimization : reducing the processing significantly while dropping quality only a little.

But that means the questions remains : do Nvidia use sparcity acceleration for DLSS, or do they not use it and prefer accuracy ?

EDIT : found this in Nvidia's whitepaper for GA102 :

In addition, Ampere architecture GPUs introduce hardware support for processing matrices with specific sparsity patterns at up to 2x throughput, by skipping the zero-valued elements. In the GA10x configuration, each SM has double the throughput of a Turing SM when processing sparse matrices, while retaining the same total throughput of a Turing SM for dense operations.
I am completely lost. Is it 2x or up to 2x ? Is it supposed to mean that desktop Ampere supports 2:4 sparsity, but some other Ampere GPUs don't support that but still support sparsity in some manner ? Is the second part meant to simply do a comparison with Turing and isn't supposed to be related to the first ? WHY DOES NOTHING MAKE SENSE ?
 
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May I ask for a somewhat recent update to the current standings of Switch 2 leaks? I was fairly caught up until everything that happened last month and I just feel very lost now. I used to like to read up what's happened here but I feel so behind. Maybe someone has posted something like this, I'll happily take a link then to read up.
 
May I ask for a somewhat recent update to the current standings of Switch 2 leaks? I was fairly caught up until everything that happened last month and I just feel very lost now. I used to like to read up what's happened here but I feel so behind. Maybe someone has posted something like this, I'll happily take a link then to read up.

probably not coming out this year. sad, but true.

we have about 2 weeks for an Uncle to leak something on the contrary but it's looking less likely by the day.

reveal later this year for a release H1 2024 could well be on the cards. some sort of outside chance for Holidays 2023 but i wouldn't bet on it.
 
May I ask for a somewhat recent update to the current standings of Switch 2 leaks? I was fairly caught up until everything that happened last month and I just feel very lost now. I used to like to read up what's happened here but I feel so behind. Maybe someone has posted something like this, I'll happily take a link then to read up.
There were reports of some sort of "cancellation" of a device that may or may not have contained Drake, but the details don't make a whole lot of sense and there seems to be quite a lot of speculation mixed in. I'm mostly ignoring it for now, since the information seems too garbled to draw conclusions from and seems likely to be tainted by bad assumptions.
 
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May I ask for a somewhat recent update to the current standings of Switch 2 leaks? I was fairly caught up until everything that happened last month and I just feel very lost now. I used to like to read up what's happened here but I feel so behind. Maybe someone has posted something like this, I'll happily take a link then to read up.
There's no real change from what you've previously read. Release dates are up in the air but it's a lot of "I thinks" than any concrete info
 
Please read this staff post before posting.

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