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

Alright you Nintendo employees masquerading as ignorant forum users, tell me when this thing is releasing so I can decide on whether or not to keep my Zelda OLED order.

maxresdefault.jpg


Send the Ninjas.
 
This seems extremely computationally expensive currently for something (file size) that isn't a serious concern for a lot of devs right now.

This only seems viable for God of War because it barely uses any of the PS5's power.

When you can run these algorithms with like 1% of the power of a console, then yeah, they'll probably be used, but that seems like a PS7 thing.
good news! this is one of the benefits of having tensor cores
 
To follow up on this, it's probably worth making it clear that this drop in memory demand and prices didn't start this year, and has been ongoing for around a year. We're just seeing the greatest impact on manufacturers' balance sheets in the first half of this year.

Back in September, it was reported that mobile RAM prices dropped by 10-15% in Q3 2022, and would drop by 13-18% in Q4. SK Hynix reported an "Around 20%" QoQ drop in DRAM ASP in Q3, but didn't comment on ASP at all in Q4.
Is this around the same time Nintendo started saying the hardware shortages were easing up?
 
RAM capacity can change at a relatively late stage, but not the speed or type of RAM (as those are limited by the memory interface on the SoC). The interface of a memory chip does't change with capacity, so they could easily change, say a pair of 4GB LPDDR5 modules to a pair of 6GB LPDDR5 modules right up to the moment manufacturing starts, it's just a matter of swapping in the higher capacity parts. There have been quite a few instances where memory capacity has changed at a relatively late stage in a console's development; the PS4 went from 4GB to 8GB of RAM quite late on, and the Switch reportedly changed from 3GB to 4GB of RAM.
One thing though... According to Wikipedia, the X1 supports LPDDR3 and LPDDR4, and the X1+ supports LPDDR4 and LPDDR4X. If that's true, then is it possible that Drake supports LPDDR5 and LPDDR5X? Or since Drake is likely solely to Nintendo it doesn't make sense to expend extra money in such memory interface?
 
One thing though... According to Wikipedia, the X1 supports LPDDR3 and LPDDR4, and the X1+ supports LPDDR4 and LPDDR4X. If that's true, then is it possible that Drake supports LPDDR5 and LPDDR5X? Or since Drake is likely solely to Nintendo it doesn't make sense to expend extra money in such memory interface?
Depends on what RAM memory controller Nintendo and Nvidia decide to use for Drake before having Drake taped out, I think.
 
Is this around the same time Nintendo started saying the hardware shortages were easing up?

Yeah, that was late last year, I believe. Of course memory isn't the only possible cause of shortages, but semiconductors as a whole have been on a downward trend for the past year, with memory products being amongst the worst hit.

On the foundry side, Samsung's LSI and Foundry revenue is down 39.6% QoQ and down 29.4% YoY. TSMC's quarterly revenue is also down, although by less. In US dollar terms it's down by 16.1% QoQ and down by 4.8% YoY.

I think this chart in TSMC's report is pretty telling, showing the drop-off in revenue from their more advanced manufacturing processes (which account for just over 50% of their wafer revenue):

LmEuRnU.png


They were insulated somewhat from the downturn towards the end of 2022 as AMD and Nvidia started moving their consumer product lines to 5nm, but you can see significant drops in both 7nm and 5nm revenue in the latest quarter. This also goes to show how Sony managed to increase PS5 shipments by so much in the past few months. In the last 6 months, TSMC's 7nm revenue has dropped by about 40%, which indicates a pretty rapid transition from undersupply to oversupply.

Edit: Also, it's probably worth noting that TSMC expect revenue to decline further. Their guidance for Q2 is revenue between US$15.2B and US$16B. This would represent a QoQ drop of between 4.3% to 9.1%. Q1 results were on the lower end of their guidance.
 
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Depends on what RAM memory controller Nintendo and Nvidia decide to use for Drake before having Drake taped out, I think.
I know it's possible and that it's set in stone if Drake tapped out last year, but I would like to have a better idea on how likely or unlikely is it for Drake to be designed with supporting both in mind. For example to use LPDDR5 on launch and replace it with 5X in a future revision by the time 5X becomes cheaper without changing the chip, but also in a situation where they weren't sure if 5X would fit in their budget by launch.

Of course, that depends on how cheap/expensive is to have this flexibility and how how often SoC manufactures adopt it, to which I have no idea.
 
I know it's possible and that it's set in stone if Drake tapped out last year, but I would like to have a better idea on how likely or unlikely is it for Drake to be designed with supporting both in mind. For example to use LPDDR5 on launch and replace it with 5X in a future revision by the time 5X becomes cheaper without changing the chip, but also in a situation where they weren't sure if 5X would fit in their budget by launch.

Of course, that depends on how cheap/expensive is to have this flexibility and how how often SoC manufactures adopt it, to which I have no idea.
I think it's 70/30 in favor of no out of the box LPDDR5X support. There are licensable IPs from Synopsys that were available late 2021 that supported LPDDR4/5/5X, and memory to test with, but considering we have hints of verification starting in April of 2022, that might not be time to integrate a new MC with unknown power consumption properties.

I believe Nvidia makes it's own memory controllers for the discrete GPUs, but those support DDR/GDDR, not LPDDR, so I dunno if that's true for the Tegra line. Supporting LPDDR5X makes sense from a future proofing perspective, but the timing is kinda unfortunate.
 
One thing though... According to Wikipedia, the X1 supports LPDDR3 and LPDDR4, and the X1+ supports LPDDR4 and LPDDR4X. If that's true, then is it possible that Drake supports LPDDR5 and LPDDR5X? Or since Drake is likely solely to Nintendo it doesn't make sense to expend extra money in such memory interface?
If 5x doesn't make it to Switch 2, I think it's likely gonna be a shoe in for the refresh revision in 2 years, which will likely support a small node as well (such as 3nm). There should be some wiggle room for a newer node.

If we get 5x now on Switch 2, it's not guaranteed that we will have the RAM bandwidth at full speed. And if we get it in the revision, it will likely used to save power instead anyway.

But yeah, whatever happens Nvidia and Nintendo always likely has it planned out. And the memory controller and SoC would be set this year already, if it's coming out end of year. I know there were talks about the soc being taped out last year already.

I'm really hoping we get lpddr5x on Switch 2, but the timing might be off bare as Old Puck said. Nintendo does like to save money on using older parts and not as aggressive with newer/state of the art tech like Sony and MS (even then they still use 1- 2 year old tech) and lpddr5x would cost them more money than lpddr5, which is already mature and cheaper. I guess whatever they think will meet their needs on Switch 2. They're probably thinking DLSS could make up for RAM bandwidth bottlenecks in regards to resolution maybe.
 
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If 5x doesn't make it to Switch 2, I think it's likely gonna be a shoe in for the refresh revision in 2 years, which will likely support a small node as well (such as 3nm). There should be some wiggle room for a newer node.
kopite7kimi mentioned that Nvidia won't use TSMC's 3 nm** process node for fabricating Blackwell GPUs. So TSMC's 3 nm** process node isn't guaranteed.

Of course, there was an article from the Korea Economic Daily mentioning that Nvidia's going to use Samsung's 3 nm** process node. But no one knows which products are going to be fabricated using Samsung's 3 nm** process node.

** → a marketing nomenclature used by all foundry companies
 
Yeah, AI upscaling of textures takes a lot of time in general so I'm doubtful 64 tensor cores will be able to do it in near real time for the Switch 2.
and SSM did it in real time on a system that lacks dedicated hardware. same for Nvidia doing it for Super Resolution and Frame Generation. even FSR as a example without using inference. I'm saying we can't make definitive statements like this without an actual demonstration of it given the theory is fairly sound
 
and SSM did it in real time on a system that lacks dedicated hardware. same for Nvidia doing it for Super Resolution and Frame Generation. even FSR as a example without using inference. I'm saying we can't make definitive statements like this without an actual demonstration of it given the theory is fairly sound

SSM also did it while barely using any of the PS5's power for important things, this was a PS4 game with minimal enhancements.
 
We are talking here about a 70 billion USD deal here. And MS knows that they would burn bridges with Nintendo if anything would be trackable back to MS as source of the leak. Nintendo likely would even cancel the COD deal. It would be much easier to convince them to reveal the REDACTED way too early and pay for any projected loss Nintendo has because of that. I am sure MS can cover the billions more.
Nintendo can survive without COD, unlike Sony, a substancial amount of Sony reno
the whole point was to prevent people and animals from eating the carts, not encourage it!



on the topic of file sizes, I wonder how far AI texture upscaling can be pushed. on B3D, a user took a look at Naughty Dog's games through Nvidia Inspector and shown that a great many textures are actually 512x512 and 1024x1024, with some being 2048x2048. just how much can those 512 and 1024 textures be pushed to mimic a higher quality?


in addition, Sony Santa Monica has had a presentation on realtime upscaling that I haven't watched yet. don't even know if it went up

EDIT: the slides are up, going through them now
you know that chocolate can be fatal for diabetes and animals
 
I mean.. does it even need to be real time?

As long the AI upscaling is on par with normal high res textures, even just an "install textures for 4K displays" option could bring quite a few benefits to Nintendo (eShop storage), big devs (smaller carts), small devs (4k textures "for free"), handheld/1080p players (no wasted space) and players who want 4K (smaller downloads, shorter loading times, "everything on cart", etc).
 
Those of you worried about Nintendo announcing Switch 2 after you buy the OLED TOTK Switch. Please do us all a solid and go ahead and buy one so Nintendo can announce it! :p
 
I don’t think it’s right to rule out something quite yet, this is all for speculation after all, the tech exists and Sony FP used it which means it is possible, no one is saying Nintendo is going to adopt it right now, it is still a speculation thread where we can speculate. PS5 lacks ML inference capabilities, everything would need to be done in the shaders. PS5 can top out at 20TF of FP16 that can be used for this

Drake, let’s give it a theoretical 2TF docked and assume it can only deliver 1TF in portable mode. It can still achieve 16TF (with sparsity which is a hardware feature on Ampere and later) of FP16 thanks to those tensor cores. Not that far off from the PS5 peak FP16 capability.


With that in mind, let’s assume that Drake is 1TF portable, 2TF docked at best. CPU is clocked to no better than 800MHz and it only has 8GB of RAM. Let’s also assume that it has really slow storage speed, storage speed that is actually not at all different from what the switch has right now, let’s put it at 25MB/s for simplicity sake.

A feature like this that can upscale textures in real time would be pretty useful for such a limited device. Sure it has a decompression engine, but we can assume for this example that it operates at only a factor of 2x. So, the storage speed operates better than what it does right now by 2.


Ok we have the device in mind, right? It’s an upgrade from the switch, but a far cry from the PS4 Pro, XBox One X and Series S.

Of that 8GB of memory, 1-1.5GB let’s reserve it for OS related tasks.

So here is what we have in essence:

-2TF TV mode/1TF HH mode
-8 A7x cores clocked to 800MHz
-8GB of RAM, 6.5-7GB available for game usage
-Bandwidth of 102.4GB/s at the highest peak
-64GB of eMMC storage that operates with delivering 25MB/s of throughput in its read speed but an FDE that would aid this factor to be more like a 50MB/s.
-and for extra sake, all of this only delivers at best 4.75H of battery life in portable mode and 1.75H at the lowest


These stats helps us with quantifying the purpose or use case that this can have if it was implemented into Nintendo’s own first party tools and even more for third party tools. The low memory amount and the slow speed of the storage helps to allow for lower textures to be scaled in real time to a higher quality one. Not only that, but it can help alleviate a cart issue quite a bit I think, rather than having to ship with large textures, ship with a step below and allow the system to scale it up.

So, maybe a game that is, say, 50GB. Would need a 64GB cart to fit, but maybe with smart utilization they can squeeze it to the 32GB and have all included.

On top of all that, you can get faster load times for this device and it can have competitive load times if devs accommodate for the system and it’s limitations.



But this would require a lot of work from NV and Nintendo to make it part of its tools for devs to use and make proper use of.


In a different world, there would be a 4GB, 8GB, 16GB, 20GB, 24GB, 32GB, 40GB, 48GB, 64GB and an elusive but expensive, 128GB, cart for devs to choose from and the first 6 being relatively cheap.
 
I mean.. does it even need to be real time?

As long the AI upscaling is on par with normal high res textures, even just an "install textures for 4K displays" option could bring quite a few benefits to Nintendo (eShop storage), big devs (smaller carts), small devs (4k textures "for free"), handheld/1080p players (no wasted space) and players who want 4K (smaller downloads, shorter loading times, "everything on cart", etc).
my prompt is based on the idea that Nintendo could use AI texture upscaling to decrease storage size while maintaining good texture quality at high resolutions. this is the exact same goal that Sony Santa Monica was aiming to solve. having a high res texture pack available for download defeats the whole idea of needing to uspcale when you can just source the master textures.

this idea is much more lucrative for Drake than the PS5 because of the tensor cores anyway
 
not sure what this is supposed to prove. PS5 had a lot of power on tap for the game? so does Drake thanks to its tensor cores. how well it works is the question, but the use case and theory is sound

I'm saying that the games that could benefit from this additional compression are games that will likely be pushing the Switch 2 to its limits and therefore won't be able to use this additional compression. God of War Ragnarok does nothing to push the PS5 so they can play around with this stuff as the file size is so big, but like... Nintendo isn't going to be that fussed about the next Mario Party being 7 GBs when they could compress it down to 3 GBs (this is a much more extreme example about a potential future algorithm unlike the one used in God of War that seems to apply mostly to normal maps) by semi-real time upscaling the textures to 4K.
 
I'm saying that the games that could benefit from this additional compression are games that will likely be pushing the Switch 2 to its limits and therefore won't be able to use this additional compression. God of War Ragnarok does nothing to push the PS5 so they can play around with this stuff as the file size is so big, but like... Nintendo isn't going to be that fussed about the next Mario Party being 7 GBs when they could compress it down to 3 GBs (this is a much more extreme example about a potential future algorithm unlike the one used in God of War that seems to apply mostly to normal maps) by semi-real time upscaling the textures to 4K.
you're making assumptions about future games based on nothing though. they can just as easily use this for Tears of the Kingdom as part of an update. they can even design games around it. any game can benefit from it, not just games that push the limit. from the AAA to the indie title
 
you're making assumptions about future games based on nothing though. they can just as easily use this for Tears of the Kingdom as part of an update. they can even design games around it. any game can benefit from it, not just games that push the limit. from the AAA to the indie title

Yeah, I don't think this tech (which sounds like a super specialized and hacked up application of a standard Python package) will be generalized in the near future to Unity or Unreal or other commonly used engines so that most devs can use it, lol. This is very demanding and in its infancy for semi-real time work.

Maybe in a decade, but almost no dev cares about file size right now, it's basically just 3-5 Nintendo studios that are super invested in this.
 
having a high res texture pack available for download
Just to be clear, I'm talking about the console itself doing the upscaling, not downloading it.

IMO, even in situations Drake couldn't do it in real time, it would still be helpful if the OS could do the upres the texture before opening the game (and call it "install" for simplicity).
 
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Yeah, I don't think this tech (which sounds like a super specialized and hacked up application of a standard Python package) will be generalized in the near future to Unity or Unreal or other commonly used engines so that most devs can use it, lol. This is very demanding and in its infancy for semi-real time work.

Maybe in a decade, but almost no dev cares about file size right now, it's basically just 3-5 Nintendo studios that are super invested in this.
on Unity and PC, I can see it in the next couple of years. we're already seeing machine learning in those tools, just look at UE5's ML Deformer or Unity's ML trainers. a texture upscaler built-in isn't so ludicrous. and it's not demanding at all, again, PS5 is doing this in real-time. a quick google search shows tensorflow being usable in UE and Unity as well. I feel like you're still ignoring this point. as an initial implementation, there will be limits, but they already have ideas for future additions, as shown in their presentation. Microsoft has also touted ML format acceleration for the Series Duo, so one of their studios using this isn't off the cards either thanks to DirectML.

these aren't "super specialized' anything. there are real examples being used right now. my ultimate point is that Nintendo is in the best position to leverage them (in theory) thanks to their partnership with Nvidia. everyone else has to deal with AMD's half-hearted efforts
 
I mean.. does it even need to be real time?

As long the AI upscaling is on par with normal high res textures, even just an "install textures for 4K displays" option could bring quite a few benefits to Nintendo (eShop storage), big devs (smaller carts), small devs (4k textures "for free"), handheld/1080p players (no wasted space) and players who want 4K (smaller downloads, shorter loading times, "everything on cart", etc).
At that point, though, why not just "download actual high quality textures for 4K displays" rather than making your system work on a compromise version? Unless a person's still on dialup or whatever.
 
on Unity and PC, I can see it in the next couple of years. we're already seeing machine learning in those tools, just look at UE5's ML Deformer or Unity's ML trainers. a texture upscaler built-in isn't so ludicrous. and it's not demanding at all, again, PS5 is doing this in real-time. a quick google search shows tensorflow being usable in UE and Unity as well. I feel like you're still ignoring this point. as an initial implementation, there will be limits, but they already have ideas for future additions, as shown in their presentation. Microsoft has also touted ML format acceleration for the Series Duo, so one of their studios using this isn't off the cards either thanks to DirectML.

these aren't "super specialized' anything. there are real examples being used right now. my ultimate point is that Nintendo is in the best position to leverage them (in theory) thanks to their partnership with Nvidia. everyone else has to deal with AMD's half-hearted efforts

Yeah, I don't see Nintendo utilizing their efforts to compress Zelda and Smash a little more instead of utilizing that power to do something else.

In 15 years when it's incredibly cheap to do, sure.
 
Yeah, I don't see Nintendo utilizing their efforts to compress Zelda and Smash a little more instead of utilizing that power to do something else.

In 15 years when it's incredibly cheap to do, sure.
it's not compression, it's upscaling textures. they literally have a team working on machine learned upscaling that they can apply this to. it is cheap to do (in theory) because of the tensor cores

you're still ignoring the actual examples I'm giving you so you can stick your head in the sand
 
it's not compression, it's upscaling textures. they literally have a team working on machine learned upscaling that they can apply this to. it is cheap to do (in theory) because of the tensor cores

you're still ignoring the actual examples I'm giving you so you can stick your head in the sand

First, real time upscaling of textures in these situations is functionally equivalent to lossy compression where the loss is hopefully minimal

Second, I'm pretty sure the five Nintendo games that struggle with file sizes will use the tensor cores to do something other than reducing file size. Zelda and other EPD games will always need to be fighting against the constraints of mobile hardware and will likely be focused on things other than file size.
 
First, real time upscaling of textures in these situations is functionally equivalent to lossy compression where the loss is hopefully minimal

Second, I'm pretty sure the five Nintendo games that struggle with file sizes will use the tensor cores to do something other than reducing file size. Zelda and other EPD games will always need to be fighting against the constraints of mobile hardware and will likely be focused on things other than file size.
file sizes is already a problem because of the expensive costs of the media the games ship on. there are so few 32GB cards being used because of the price. with Drake, targeting higher fidelity, assets will only get larger for higher end games, like the next Zelda. it won't be long until Nintendo would brush up against the limits of a 32GB card just by increasing the textures by one step or two. looking Pyra's textures from Xenoblade Chronicles 2, she has a couple of 1024 textures already and a total texture size of around 5MB. just moving a step up, we'll be closer to 20MB for one character. it doesn't take long for the idea of real-time upscaling of textures to come into play. I mean, SSM didn't have to worry about this because they have big-ass SSDs they can fill, but they did, with the intent of keeping the file size down.
 
Seeing everyone get their new ZOLEDs is causing an intense FOMO that I haven't experienced in a while. I'm just sitting here like 👀, tempted... real tempted...

-flicks myself to get back to my senses-
-attempts really hard to justify how I mainly play docked, I can't keep spending money on TOTK stuff-
-gets allured to the ZOLED yet again, repeating the cycle- (ouroboros pun was not intended)
 
file sizes is already a problem because of the expensive costs of the media the games ship on. there are so few 32GB cards being used because of the price. with Drake, targeting higher fidelity, assets will only get larger for higher end games, like the next Zelda. it won't be long until Nintendo would brush up against the limits of a 32GB card just by increasing the textures by one step or two. looking Pyra's textures from Xenoblade Chronicles 2, she has a couple of 1024 textures already and a total texture size of around 5MB. just moving a step up, we'll be closer to 20MB for one character. it doesn't take long for the idea of real-time upscaling of textures to come into play. I mean, SSM didn't have to worry about this because they have big-ass SSDs they can fill, but they did, with the intent of keeping the file size down.

I mean, I think this was just an experiment because they had tons of excess power that they barely used.

If Nintendo could use little computational power to massively lower the file size of Zelda, of course they would, but I think they might focus on pushing graphical power or scale more as texture upscaling will be computational expensive for a while.
 
Seeing everyone get their new ZOLEDs is causing an intense FOMO that I haven't experienced in a while. I'm just sitting here like 👀, tempted... real tempted...

-flicks myself to get back to my senses-
-attempts really hard to justify how I mainly play docked, I can't keep spending money on TOTK stuff-
-gets allured to the ZOLED yet again, repeating the cycle- (ouroboros pun was not intended)
Just got mine!!!!!!!
 
I mean, I think this was just an experiment because they had tons of excess power that they barely used.

If Nintendo could use little computational power to massively lower the file size of Zelda, of course they would, but I think they might focus on pushing graphical power or scale more as texture upscaling will be computational expensive for a while.
I don't think it's gonna be a one time tool if the benefits are apparent. They did have two studios work on it, after all. They could have it be used in a limited capacity in the future. Given how AI is a growing field of research in game development, it's only natural that companies leverage it to decrease workloads or file sizes when they can.

As for Nintendo, again, this is the benefit of having tensor cores. Unlike Sony or MS, they aren't sacrificing compute cores to do this as tensor cores work concurrently with compute cores. It's already been shown to be not that computationally expensive for some systems so designing a model for Drake in docked mode isn't so crazy as you thunk it is. This isn't that different than using dlss to upscale a frame, and they'd be doing this on images smaller than a frame, like 256, 512, or 1024
 
Physically based Rendering, or PBR for short, is a technique that uses the physics involved in how light hits an object in the real world to give it a certain look that we associate with realism. So, what we associate with metal and a metallic look is replicated with PBR. The best example of this is simply to look at Magnemite or Magneton in Scarlet and Violet and compare it to the previous generations, you would have an idea of what PBR is.


Here:

PokePatch-Pokemon-Scarlet-and-Violet-graphics-magnemite.jpg


The right is with PBR and the left is obviously not, but it takes the properties and is applied to Magnemite, a steel type Pokémon, to actually give it that metallic look.

This can be applied to more than just metals of course, surfaces like a brick paved road can also be an example in a game.


PBR has a lot to do with RT as well, you can use RT to do the process and it is reflected (pun not intended) in the world and how it affects objects.


The most simplistic way of putting it that takes it at its literal meaning:

“You use real world physics of light to base how you render the object in a game world.”

Water, metals, opaque surfaces, etc.
 
As for Nintendo, again, this is the benefit of having tensor cores. Unlike Sony or MS, they aren't sacrificing compute cores to do this as tensor cores work concurrently with compute cores. It's already been shown to be not that computationally expensive for some systems so designing a model for Drake in docked mode isn't so crazy as you thunk it is. This isn't that different than using dlss to upscale a frame, and they'd be doing this on images smaller than a frame, like 256, 512, or 1024
But aren't those Tensor Cores presumably going to be busy doing DLSS, especially in docked mode?
 
I don’t think it’s right to rule out something quite yet, this is all for speculation after all, the tech exists and Sony FP used it which means it is possible, no one is saying Nintendo is going to adopt it right now, it is still a speculation thread where we can speculate. PS5 lacks ML inference capabilities, everything would need to be done in the shaders. PS5 can top out at 20TF of FP16 that can be used for this

Drake, let’s give it a theoretical 2TF docked and assume it can only deliver 1TF in portable mode. It can still achieve 16TF (with sparsity which is a hardware feature on Ampere and later) of FP16 thanks to those tensor cores. Not that far off from the PS5 peak FP16 capability.


With that in mind, let’s assume that Drake is 1TF portable, 2TF docked at best. CPU is clocked to no better than 800MHz and it only has 8GB of RAM. Let’s also assume that it has really slow storage speed, storage speed that is actually not at all different from what the switch has right now, let’s put it at 25MB/s for simplicity sake.

A feature like this that can upscale textures in real time would be pretty useful for such a limited device. Sure it has a decompression engine, but we can assume for this example that it operates at only a factor of 2x. So, the storage speed operates better than what it does right now by 2.


Ok we have the device in mind, right? It’s an upgrade from the switch, but a far cry from the PS4 Pro, XBox One X and Series S.

Of that 8GB of memory, 1-1.5GB let’s reserve it for OS related tasks.

So here is what we have in essence:

-2TF TV mode/1TF HH mode
-8 A7x cores clocked to 800MHz
-8GB of RAM, 6.5-7GB available for game usage
-Bandwidth of 102.4GB/s at the highest peak
-64GB of eMMC storage that operates with delivering 25MB/s of throughput in its read speed but an FDE that would aid this factor to be more like a 50MB/s.
-and for extra sake, all of this only delivers at best 4.75H of battery life in portable mode and 1.75H at the lowest


These stats helps us with quantifying the purpose or use case that this can have if it was implemented into Nintendo’s own first party tools and even more for third party tools. The low memory amount and the slow speed of the storage helps to allow for lower textures to be scaled in real time to a higher quality one. Not only that, but it can help alleviate a cart issue quite a bit I think, rather than having to ship with large textures, ship with a step below and allow the system to scale it up.

So, maybe a game that is, say, 50GB. Would need a 64GB cart to fit, but maybe with smart utilization they can squeeze it to the 32GB and have all included.

On top of all that, you can get faster load times for this device and it can have competitive load times if devs accommodate for the system and it’s limitations.



But this would require a lot of work from NV and Nintendo to make it part of its tools for devs to use and make proper use of.


In a different world, there would be a 4GB, 8GB, 16GB, 20GB, 24GB, 32GB, 40GB, 48GB, 64GB and an elusive but expensive, 128GB, cart for devs to choose from and the first 6 being relatively cheap.
I know you’ve chosen conservative specs to illustrate a point, but wouldn’t the 8GB RAM be limiting if using 4K textures in a game?
 
I know you’ve chosen conservative specs to illustrate a point, but wouldn’t the 8GB RAM be limiting if using 4K textures in a game?

8GB will always be a limiting factor but also the quality of the textures. You can have 4K textures but at an awful quality where a 1080p/1440p texture would be better to use
 
Is anyone expecting redesigned Joycons alongside the next console? Even an ergonomic change (I have to use a grip shell thing playing in handheld mode as it’s not a comfortable console to use for extended periods)
 
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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