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

Can I ask a technical question (excuse me for the lack of knowledge)? Which is more crucial/important? Memory size or memory bandwidth? If the new console could have 8gb with more bandwidth or 12 with less(if this is possible ofc), which would be the most ideal scenario? (Sorry but I cannot understand the actual usage of each of em)
 
12 is sweet stop and switch 2 will have 12 there is no other option tbh, 2GB will be for OS and 10 for Games
2 for the OS would be AWESOME, but I kind of hope they have memory reallocations available like 3DS and Switch have, where extra demanding games can tune down the OS to run better.
 
Can I ask a technical question (excuse me for the lack of knowledge)? Which is more crucial/important? Memory size or memory bandwidth? If the new console could have 8gb with more bandwidth or 12 with less(if this is possible ofc), which would be the most ideal scenario? (Sorry but I cannot understand the actual usage of each of em)
They're both important, and to an extent one can make up for the other. More memory, however, is a lot easier to work with, and it means flat out more on screen. In general, you want more memory even if it costs you bandwidth, so long as the cost isn't too severe.

For NG Switch, the situation we're looking at is probably one where there aren't speed gains to be had from lower total memory, so, the more the better.
 
It's not all about the ram also would be neck and neck with what Series S has, which has an extra 2gb reverse for the OS.
The biggest knock on the Series S is the lack of RAM though. With the Switch 2 additionally being a significantly lower bandwidth scenario, it would behoove them to increase the capacity as much as they can.
 
16gb is overkill for what Switch 2 is, 8gb is the sweet spot.
It's not all about the ram also would be neck and neck with what Series S has, which has an extra 2gb reverse for the OS.
There is a point where amount of generally used RAM has slowed down. It’s just been more about performance vs raw jumps in amounts.
Unless you guys have found a cheaper method of retaining these 4GB modules of RAM, 8GB is not likely. 6GB is more likely and even 8GB (adding to 12 and 16 respectively in the T239 config) than 4GB which are being phased out.

And even the Series S with 7.5-8GB is a pain for these devs.
10 would be the sweet spot IMO, but that’s not a common amount for the RAM we are talking these days. So 12 would be nice. I just want 8 for games that’s fast enough to not create a bandwidth bottleneck along with a few extra gigs for the OS.
bro/sis/my friend… going with 8 is not the wave if that’s what you want 💀
There is no LPPDR5 64 bit 4GB RAM Modules, so is def 12 if not 16
There is but those are being phased out for 5X if I’m not mistaken.

if they want to take advantage of the economy of scale they’d go for riding the wave that allows them to.

That's my point though. If there are dev kits with only 12GB, then there's no way the retail unit is 16GB.
Er, it’s kits with supposedly 16GB in them meaning retail not having 16GB but less than that.


Though we have to be careful, since iirc there was a PS5 kit at one point in time with 16GB at one time and then as we see with the final product, it had 16GB of RAM for retail and the final devkit has more than this.

So things can still change with the amount.

Things like this aren’t reported because RAM can change at the final minute.


So like always to everyone, let’s wait until we are much closer to the launch, by then things are final.

And RAM in this case is more similar to the clockspeed which can change throughout the pre-release.
 
Though we have to be careful, since iirc there was a PS5 kit at one point in time with 16GB at one time and then as we see with the final product, it had 16GB of RAM for retail and the final devkit has more than this.

So things can still change with the amount.

Things like this aren’t reported because RAM can change at the final minute.


So like always to everyone, let’s wait until we are much closer to the launch, by then things are final.

And RAM in this case is more similar to the clockspeed which can change throughout the pre-release.
To your point, I believe there are/were Switch dev kits that have 4GB of RAM as well.
 
Im hopeful for 16gb, and no I don't think it's overkill. It's one of the reasons the steam deck is doing so well. The easiest way to futureproof your device is by adding tons of ram.

But 12 is probably more likely.
 
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There is no LPPDR5 64 bit 4GB RAM Modules, so is def 12 if not 16
you can easily get 16GB in a dev kit from 2 chips. 8GB chips are in mass production

That's my point though. If there are dev kits with only 12GB, then there's no way the retail unit is 16GB.
we don't know that. what we're hearing is that the dev kits have 16GB. retail units can then have anywhere from 16GB of memory down to 8GB
 
Can I ask a technical question (excuse me for the lack of knowledge)? Which is more crucial/important? Memory size or memory bandwidth? If the new console could have 8gb with more bandwidth or 12 with less(if this is possible ofc), which would be the most ideal scenario? (Sorry but I cannot understand the actual usage of each of em)
It’s complicated. You want them to be proportional basically. But in this case, more but slower would be better than less but faster, at least for most games.
 
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GameCube probably won't happen moreso because the filesizes for GameCube games would be huge. They would have to be individually downloaded.
Putting the few 3rd party multidisc games aside, GC games are up to 1.45GB. First party games very likely average to around 1GB or less after trimming (TP is apparently 1.19GB). And they could store them compressed to shrink it a bit further.

A 32 GB ceiling would still be acceptable for a system with 128+ GB of storage. And that would get you at the very minimum 22 games (no trimming or compression = 31.2GB), but most likely north of 30 games.

And if they plan to add so many games that it becomes too big to their liking, they can always split in multiple volumes with 15+ games each.

EDIT: fixing wrong value.
 
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(The video's time stamped.)

Shpeshal_Nick said that NateDrake and Video Games Chronicle saying that Nintendo's allegedly providing 512 GB of internal flash storage aligns with his rumour that Nintendo's looking to provide a digital only model of Nintendo's new hardware, because Nintendo has never provided large amounts of internal flash storage for Nintendo's consoles.

I don't think any stock should be put on Shpeshal_Nick's rumour, especially if Video Games Chronicle saying that physical games can be run via the Game Card Slot is accurate, and I don't think there are significant cost reductions removing the Game Card Slot.

Gonna make a huge gamble and say that this "Digital Only" model could be similar to Calcio and maybe a Console-Only variant of their new hardware?
 
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The reason I'm a bit iffy on 8GB ram is I think a 2x or even sub 2x leap in memory available to games over Switch which was often memory limited would be very un-Nintendo as they usually address the prior console's bottlenecks in their follow ups, sometimes to a fault.

I think if they can't get to 16GB, they will go with 12GB, and I hope they just put the OS on a different module like what Sony did with PS Pro. Make it 12 GB LPDDR5 +2 GB slower ram
 
Putting the few 3rd party multidisc games aside, GC games are up to 1.2GB. First party games very likely average to less than 1GB after trimming. And they could store them compressed to shrink it a bit further.

A 32 GB ceiling would still be acceptable for a system with 128+ GB of storage. And that would get you at the very minimum 26 games (no trimming or compression = 31.2GB), but most likely north of 32 games.

And if they plan to add so many games that it becomes too big to their liking, they can always split in multiple volumes with 20+ games each.
The entire N64 library (meaning all 394 games) totals to less than 16GB, meaning if somehow nintendo got the rights to put 100 N64 games on NSO, the N64 NSO app would still be smaller than most AAA switch games.

At potentially 1.2GB per game + memory needed for saves and save states, an NSO app would be limited to around 25 games at most before reaching the 32GB cap. And with the demand clearly being there for nintendo to sell remasters anyway, it'll be much easier for nintendo to sell simple remasters/up-res'd ports for 30-40$ each.

Assuming Switch NG has a built in microphone this time, Nintendo DS is a much more likely candidate for NSO on Switch NG, because the games were usually no more than 100MB in size.
 
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Ehhh. Certain games use more memory than standard and sacrifice the video capture buffer to do it.
The video capture feature is like any other optional feature, the baseline is having it disabled and any applications which wish to use it may sacrifice their own resources to do so :p
 

Developers trying to get Series S launch requirement dropped. The console's limited amount of RAM is already proving to be a frustrating issue for developers, and we're not even halfway through this console generation.

Hope Nintendo is taking notes. Go big with 16 GB or go home.

There's no fucking way they will drop the requirement. I don't understand why developers think there's a chance in hell they will. The Series S exists, its low on memory, deal with it.

Except Series S can't get those sorts of optimizations (downgrades) because it's not a single standalone console, it has to be in parity with the Series X release no matter what.

This is where I think the Switch 2 will have a leg up because of DLSS. Whereas PS, and Xbox are using software based methods for upscaling in the form of FSR, Switch 2 can utilize its hardware based DLSS to keep internal resolution at a low enough threshold to keep memory requirements within check, while still making games look good enough for say a 4K display.

That said, correct me if I’m wrong, but I believe DLSS does use some Ram to help with its rendering, but I’d imagine if the case, it would be less ram required compared to native resolution.

I want to say another advantage of Switch is ARM vs. x86, which I’m pretty certain has a bit less overhead compared to x86 (being RISC vs. CISC), though someone can correct me on that. If the case, then memory requirements may also be less compared to a similarly equipped x86 platform. But again, someone smarter than me can go further detail, and explain the nuances.

Personally, I think MS made a mistake in making the series consoles so different in terms of hardware. They should’ve taken a cue from Nintendo, and simply reduced clocks, and/or decreased memory bandwidth, but kept the general specs of the systems the same. Though I’d imagine the Homebrew community would then try to jailbreak a Series S, and attempt to overclock it, making the Series X a worse value for those who love to tinker.

That all being said, I think another reason why developers are having issues with Series S does also come down to optimization, and for some, a lack of trying. Call me old fashioned, but while it was a nightmare for programmers at the time, the use of fancy, and unique bespoke hardware did push developers to think of creative ways, whether on the technical level, or even from a gameplay perspective.

There’s a fantastic essay from Ars Technica talking with the creator of Prince of Persia who had to find creative ways to make the game work on the Apple II because it lacked a lot of the features other platforms at the time had…including a lack of memory. It was because of these limitations that Shadow Man came to be. Had he had all the hardware available, he probably never would’ve came up with Shadow man, not to mention the nagging from his peers to make his game more enjoyable, and fun.



I’m not saying this works for every scenario, and because we’ve now pretty much gone to standardized hardware, the accessibility for developers is much greater than it used to be. I just have this suspicion some developers out there don’t understand some of these old tricks, or creative ways to work around limitations. It almost feels a case of:

“I have all the hardware in the world…and I still don’t have enough!”

That’s my rant as someone who has never coded in his life. Feel free to shit on my take.
 
Unless you guys have found a cheaper method of retaining these 4GB modules of RAM, 8GB is not likely. 6GB is more likely and even 8GB (adding to 12 and 16 respectively in the T239 config) than 4GB which are being phased out.

And even the Series S with 7.5-8GB is a pain for these devs.

bro/sis/my friend… going with 8 is not the wave if that’s what you want 💀

There is but those are being phased out for 5X if I’m not mistaken.

if they want to take advantage of the economy of scale they’d go for riding the wave that allows them to.


Er, it’s kits with supposedly 16GB in them meaning retail not having 16GB but less than that.


Though we have to be careful, since iirc there was a PS5 kit at one point in time with 16GB at one time and then as we see with the final product, it had 16GB of RAM for retail and the final devkit has more than this.

So things can still change with the amount.

Things like t
his aren’t reported because RAM can change at the final minute.


So like always to everyone, let’s wait until we are much closer to the launch, by then things are final.

And RAM in this case is more similar to the clockspeed which can change throughout the pre-release.
Source?

Also a lot of people seem to be conflating total bandwidth with the need for just more RAM.

Edit: Switch and the S have more bandwidth issues than physical amount. Going down to the 128 bus is the bigger S issue not the amount.
 
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Personally, I think MS made a mistake in making the series consoles so different in terms of hardware. They should’ve taken a cue from Nintendo, and simply reduced clocks, and/or decreased memory bandwidth, but kept the general specs of the systems the same. Though I’d imagine the Homebrew community would then try to jailbreak a Series S, and attempt to overclock it, making the Series X a worse value for those who love to tinker.
That would defeat the whole point of it, because that machine woudnt have been much cheaper.

All the series s needed imo is more memory.

Hence I hope Switch is 16gb. 12 is fine, but 16 is more future proof.
 
That would defeat the whole point of it, because that machine woudnt have been much cheaper.

All the series s needed imo is more memory.

Hence I hope Switch is 16gb. 12 is fine, but 16 is more future proof.
Again just fix the 128bit bus and you fix 90% if the issues the S has with RAM.
 
Source?

Also a lot of people seem to be conflating total bandwidth with the need for just more RAM.

Edit: Switch and the S have more bandwidth issues than physical amount. Going down to the 128 bus is the bigger S issue not the amount.
hard to say what exactly is the issue as a lot of it is just conflated to "memory issues".

here's from DF who briefly mentioned "memory issues"

 
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Assuming Switch NG has a built in microphone this time, Nintendo DS is a much more likely candidate for NSO on Switch NG, because the games were usually no more than 100MB in size.
I mean, I agree DS is more likely to come next, even without microphone. My post was more about the feasibility.

With that said...
And with the demand clearly being dare for nintendo to sell remasters anyway, it'll be much easier for nintendo to sell simple remasters/up-res'd ports for 30-40$ each.
The big demand are for specific games not for all of them and the sales of these remasters will be strong for 1 or 2 years, but their long tail will be nothing compared to NSO revenue*.

They even put MK8 and AC DLCs there day one, so inferior versions of 2+ years old remasters are no brainers.

*According to MS data, NSO generated $932 mi in 2021, which - for comparison sake only - would be the equivalent of over 15 mi copies of a $60 game. And the Expansion Pack was at it's infancy then.
 
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Source?

Also a lot of people seem to be conflating total bandwidth with the need for just more RAM.

Edit: Switch and the S have more bandwidth issues than physical amount. Going down to the 128 bus is the bigger S issue not the amount.
Digital Foundry mentioned that the Xbox Series S allocates 8 GB of RAM for video games and Digital Foundry has heard third party developers say RAM is the biggest bottleneck for the Xbox Series S. So both the amount of RAM and the amount of RAM bandwidth are the biggest bottlenecks for the Xbox Series S.

But saying that, I do agree that RAM bandwidth's also very important.
 
Digital Foundry mentioned that the Xbox Series S allocates 8 GB of RAM for video games.

But saying that, I do agree that RAM bandwidth's also very important.
We know that? The issue is the X runs at a full 320bit bus and they scaled that down all the way to 128. For reference a card like the 3060Ti which also has 8 gigs of vram runs at 256 bus. The non Ti has more ram but is down at 192.

The amount of RAM for what MS was aiming for was fine. They just gimped the bus speed too much.
 
We know that? The issue is the X runs at a full 320bit bus and they scaled that down all the way to 128. For reference a card like the 3060Ti which also has 8 gigs of vram runs at 192bus.

The amount of RAM for what MS was aiming for was fine. They just gimped the bus speed too much.
What evidence do you have to show of bandwidth being the problem? Not a call out, I just know devs have a problem, but I don't know how that problem is manifesting

what amount of RAM would be enough/adequate for Switch sucessor? 12GB of RAM, 16?
12GB would be great. With a thin os, it'd have more usable ram than the series s and potentially more bandwidth than an Xbox one s
 
16gb is overkill for what Switch 2 is, 8gb is the sweet spot.
There is no "overkill" when it comes to available RAM these days. The Switch NG would be very well positioned with 16 GB of LPDDR5X.

8 GB of RAM means developers get, at best, 7 GB of usable RAM (probably less because NIntendo will likely want to increase capabilities of the OS). It's a death sentence for a console that's intended to last past 2030.
 
There is no "overkill" when it comes to available RAM these days. The Switch NG would be very well positioned with 16 GB of LPDDR5X.

8 GB of RAM means developers get, at best, 7 GB of usable RAM (probably less because NIntendo will likely want to increase capabilities of the OS). It's a death sentence for a console that's intended to last past 2030.
can Nintendo aford 16GB of RAM for Switch sucessor? woundt it be too expensive, 512GB of internal memory plus 16GB of RAM, could this make Switch sucessor priced higher then $400.
 
GameCube probably won't happen moreso because the filesizes for GameCube games would be huge. They would have to be individually downloaded.
Just spitballing here, but they could go halfway by treating some of their GameCube/Wii ports like they've treated DLC. Like, Expansion Pak subscribers can download and play Super Mario Sunshine for free as long as they're subscribed, everyone else can pay $20 to buy it. Though it would be more confusing.
that would be a smaller jump than going from the Wii U to the Switch. and that barely came with 2X performance increases
That is... modern RAMming. PS3 to PS4, x16. PS4 to PS5, x2.
 
the can Nintendo aford 16GB of RAM for Switch sucessor? woundt it be too expensive, 512GB of internal memory plus 16GB of RAM, could this make Switch sucessor priced higher then $400.
For one, 512 gb is the ceiling, meaning its very likely going to be less.

And 2, the SD launched over a year ago with 16 gb for 400$.1. ram is going to be much cheaper 2 years later and 2. Nintendo would get a better deal than valve due to enormous quantities,

So I say they could definitely do it.
 
can Nintendo aford 16GB of RAM for Switch sucessor? woundt it be too expensive, 512GB of internal memory plus 16GB of RAM, could this make Switch sucessor priced higher then $400.
Nintendo just made almost $1.3 billion of profit in a single quarter, of course they can afford it. They've made absurd amounts of money over the last 7 years.

It just comes down to how much profit margin they want on day one with Switch NG. And if they're cutting costs on the display, then I would hope they invest it in areas like RAM.

Flash storage is also incredibly cheap. Prices have plummeted over the last 18 months and will continue to do so. Nintendo wouldn't have even considered 512 GB of storage 2 years ago due to the pricing. But now, it's more than feasible.
 
There is no "overkill" when it comes to available RAM these days. The Switch NG would be very well positioned with 16 GB of LPDDR5X.

8 GB of RAM means developers get, at best, 7 GB of usable RAM (probably less because NIntendo will likely want to increase capabilities of the OS). It's a death sentence for a console that's intended to last past 2030.
Switch is still working today with 3.2GB of RAM available to games, although until it is almost certain that we will have 12GB, 8GB alone would not kill Switch 2.
 
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This is where I think the Switch 2 will have a leg up because of DLSS. Whereas PS, and Xbox are using software based methods for upscaling in the form of FSR, Switch 2 can utilize its hardware based DLSS to keep internal resolution at a low enough threshold to keep memory requirements within check, while still making games look good enough for say a 4K display.

That said, correct me if I’m wrong, but I believe DLSS does use some Ram to help with its rendering, but I’d imagine if the case, it would be less ram required compared to native resolution.

I want to say another advantage of Switch is ARM vs. x86, which I’m pretty certain has a bit less overhead compared to x86 (being RISC vs. CISC), though someone can correct me on that. If the case, then memory requirements may also be less compared to a similarly equipped x86 platform. But again, someone smarter than me can go further detail, and explain the nuances.

Personally, I think MS made a mistake in making the series consoles so different in terms of hardware. They should’ve taken a cue from Nintendo, and simply reduced clocks, and/or decreased memory bandwidth, but kept the general specs of the systems the same. Though I’d imagine the Homebrew community would then try to jailbreak a Series S, and attempt to overclock it, making the Series X a worse value for those who love to tinker.

That all being said, I think another reason why developers are having issues with Series S does also come down to optimization, and for some, a lack of trying. Call me old fashioned, but while it was a nightmare for programmers at the time, the use of fancy, and unique bespoke hardware did push developers to think of creative ways, whether on the technical level, or even from a gameplay perspective.

There’s a fantastic essay from Ars Technica talking with the creator of Prince of Persia who had to find creative ways to make the game work on the Apple II because it lacked a lot of the features other platforms at the time had…including a lack of memory. It was because of these limitations that Shadow Man came to be. Had he had all the hardware available, he probably never would’ve came up with Shadow man, not to mention the nagging from his peers to make his game more enjoyable, and fun.



I’m not saying this works for every scenario, and because we’ve now pretty much gone to standardized hardware, the accessibility for developers is much greater than it used to be. I just have this suspicion some developers out there don’t understand some of these old tricks, or creative ways to work around limitations. It almost feels a case of:

“I have all the hardware in the world…and I still don’t have enough!”

That’s my rant as someone who has never coded in his life. Feel free to shit on my take.

Switch 2's chip unfortunately has way more bottlenecks than what DLSS can realistically bruteforce, so even if you closed the resolution gaps with DLSS alone... You still need to close the CPU, storage, IO, memory bandwidth and thermal gaps, that's simply not feasible for many of the current gen ports we're going to get. Don't get me wrong, it is gonna help but the Drake chip is simply not comparable to the current gen ones and will hit walls in other areas than just resolution.
 
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