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

Reasonably, it absolutely, objectively, could, with the right game. It's also not a good comparison since 1050ti can't even do DLSS... And is weaker than T239 would be at 15W even with conservative clocks (unless it's on 8nm, which is unlikely.).

Mario Kart 8 Deluxe, assuming they don't try to brush up the lighting or textures in a way that could add extra strain, could probably do it. I mean, it can do 1080p60 working with less than 500GFLOP, NG Switch is operating in the thousands of GFLOPs AND has hardware upscaling.
Oops that's my fault I meant 3050ti, regardless. Mario kart 8 is a 9 year old game it might be able to hit 8k resolution upscaled but that's made for a system that came out in 2012 or something. Sure it could upscale GameCube games to 8k resolution a PC from fifteen years ago could do that. Switch NG will not be running any recent modern title at 8k is what I mean.
 
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I mean. They were right.

Wonder is a big splash in the market, but it's definitely not "big" next to Tears of the Kingdom, Tears of the Kingdom is likely to be the last AMBITIOUS title for Switch.

Wonder is not ambition. Wonder is a return to the mean. Wonder is New Super Mario Bros. 2... 2. That doesn't mean it'll be small, it'll sell well no doubt.

But big? Ambitious? Expensive? Impressive? It is exactly none of those things.
Gosh, I certainly hope not. I think people are very tired of the "new" format for Mario Bros., and if Wonder doesn't do enough to distinguish itself from that, it might not sell as much as Nintendo expects. Don't get me wrong, I enjoyed my time with NSMB U, but the formula needs a shake-up. It needs more creativity, more risks, and finer controls. None of that implies being expensive, but being different. From what we've seen from Wonder, they seem to be trying new things, but in SMB, U they also seemed to be introducing a brand new mechnic with the accorns, yet they were very meh. I guess, even if Wonder is just more of the same, people will still eat it up, as they always do, but there's a limit to where Nintendo can stretch the formula introduced with "new" without boring even the biggest of masses.
 
Please people, just for one time.

If you are neither a developer nor an engineer, please stop posts like:

16 GB is Overkill etc.


Devs would blast you off for comments like these.

12 GB is way too low for a 2025 console (release holiday 2024).

8-10 GB will be allocated to games, and devs are already mad at the Series S in regards to this as a painful bottleneck.
I’m a non gaming dev by trade with friends who make software all across the spectrum from small websites to big apps, games, and everything in between. I hate these fucking generalizations. Do we need to go back to my 4000 level graphics course at GT for this thread? No



The issue is the amount of memory, the bandwidth is an issue but the amount is an even bigger issue for them.

Ok if we want to talk purely RT then yes. I’ve also said a while back I think it’s foolish to think you’re gonna get meaningful RT on the Switch 2. Hell I think you aren’t gonna get a ton of meaningful RT on the PS5 or Series X unless we get pro models.

That’s not the general issue though. Its bandwidth for every day use cases. This has been talked about ad nauseam since the info came out.

PS: I’m also a non video game developer by trade who have friends that make all kinds of software from small nitch projects, to large companies like FB, Google, MS, EA etc… and I think the fact that I graduated means I did enough for my profs at GT in my 4000 and 6000 level graphics classes even if my current work is a desktop app geared for business along with some web and app dev. lol
 
Gosh, I certainly hope not. I think people are very tired of the "new" format for Mario Bros., and if Wonder doesn't do enough to distinguish itself from that, it might not sell as much as Nintendo expects. Don't get me wrong, I enjoyed my time with NSMB U, but the formula needs a shake-up. It needs more creativity, more risks, and finer controls. None of that implies being expensive, but being different. From what we've seen from Wonder, they seem to be trying new things, but in SMB, U they also seemed to be introducing a brand new mechnic with the accorns, yet they were very meh. I guess, even if Wonder is just more of the same, people will still eat it up, as they always do, but there's a limit to where Nintendo can stretch the formula introduced with "new" without boring even the biggest of masses.
Everyone online says they're tired of New Super Mario Bros, But the masses love it.
U Deluxe sold almost 15 million units, which is more than 3D World, and even 3D All Stars.
Most people havent played literally every NSMB game, and therefore arent tired of that style at all.
 
Well it's all down to cost at the end of the day. And heat too. Nintendo likes to keep the wattage down, especially that it's a portable. So if 12gb is cheap and produces very low energy, they'll do it.

If they did, if they continue the same footprint the current Switch uses, games will have 10.5gb and OS 1.5gb. That's 3x for each.
 
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Everyone online says they're tired of New Super Mario Bros, But the masses love it.
U Deluxe sold almost 15 million units, which is more than 3D World,
That is absolutely tragic 3D world is probably some of the best Mario of the last decade right there with odyssey
 
Everyone online says they're tired of New Super Mario Bros, But the masses love it.
U Deluxe sold almost 15 million units, which is more than 3D World, and even 3D All Stars.
Most people havent played literally every NSMB game, and therefore arent tired of that style at all.
It's more that 2D Mario games have greater appeal to the casual crowd than 3D Mario games do than people loving the 'NEW' brand, specifically.

3D Mario games remain with the stigma of being "difficult" due to their 3D nature. 2D Mario games are known for being welcoming for players of all ages due to the 'Point A to Point B' setup of navigation. The 3D games still find success and huge sales but 2D has greater sales potential & Wonder will continue that trend.
 
It's more that 2D Mario games have greater appeal to the casual crowd than 3D Mario games do than people loving the 'NEW' brand, specifically.

3D Mario games remain with the stigma of being "difficult" due to their 3D nature. 2D Mario games are known for being welcoming for players of all ages due to the 'Point A to Point B' setup of navigation. The 3D games still find success and huge sales but 2D has greater sales potential & Wonder will continue that trend.
I agree, 2D Mario reaches audiences that the 3D games still finds trouble speaking too. It's going to be really interesting to see the impact of Wonder shedding the "New" branding has on those same people
 
Ok if we want to talk purely RT then yes. I’ve also said a while back I think it’s foolish to think you’re gonna get meaningful RT on the Switch 2. Hell I think you aren’t gonna get a ton of meaningful RT on the PS5 or Series X unless we get pro models.
meaningful RT should be defined first of all. Metro Exodus EE, Avatar, and Star Wars Outlaws are what a lot of people would call "meaningful". but expecting all the RT effects in one game to be "meaningful" reeks of too high of expectations
 
I agree, 2D Mario reaches audiences that the 3D games still finds trouble speaking too. It's going to be really interesting to see the impact of Wonder shedding the "New" branding has on those same people
The 'New' brand is tired and only worked well for Wii U and NSMBU due to it continuing the Wii line of hardware. Ditching it and leaving it in the past was the smart move for the 2D Mario line.
 
I mean. They were right.

Wonder is a big splash in the market, but it's definitely not "big" next to Tears of the Kingdom, Tears of the Kingdom is likely to be the last AMBITIOUS title for Switch.

Wonder is not ambition. Wonder is a return to the mean. Wonder is New Super Mario Bros. 2... 2. That doesn't mean it'll be small, it'll sell well no doubt.

But big? Ambitious? Expensive? Impressive? It is exactly none of those things.
Considering people like Dring defined “big” as a 10mil seller they weren’t right then & still not right now. The fact that we have to keep adding modifiers like C-team, ambitious, impressive, or expensive to try & make a point about being “big” is just nonsense.
 
About RAM, I'm only worried about bandwidth. On my V1 I had so many framedrops on zelda totk, it was something constant throughout the game.

Overclocking the RAM is enough to fix the issue almost 100%. I was really surprised, because I thought the CPU was the culprit.

So, imagining a scenario where you have a GPU 6x bigger with a 4x increase on bandwidth, that's what makes me worried. We would also have 7 CPU cores for games (probably), but I don't know what impact it could have on BW.


But I'm not a developer; I have no background on this to understand it in details. I just remember (years ago) reading that the switch was fine with the BW it has, because the GPU was "weak", but what I saw on zelda totk had me thinking more about it. I just hope I won't see people OC'ing RAM on a hacked switch 2 and having a much, much better performance of it.
 
I do wonder what the ceiling is. I'm going to be extremely generous with my example here, but imagine a Switch game that targets 1080p right now. A native 4K is well within range with a NG port. With enough resources left over, it could DLSS up to 6 or 8K.
That's... hard to imagine, if DLSS resources required scale up with the output image. I guess going for 6K30 would be nearly as viable as going for 4K60.
That's not really how rendering works. Simple games could absolutely achieve 8K at 30 or even 60FPS on T239 even at Switch clocks.
That seems doubtful unless everyone around this thread who has attempted to estimate DLSS cost has wildly overestimated, or NVIDIA has come up with a wildly cheaper variant. EDIT: I guess you weren't specifically talking about DLSS yet here, so sure, something like NES Super Mario Bros. at 8K60 is probably viable as a proof of concept, anyway.
 
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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)
Oh hey, I got the time to put up a more lengthy answer for the readers also wondering about this. Or at least, my interpretation :p

Broadly speaking, memory size is 'amount of stuff I can hold in RAM'.
Memory bandwidth is 'how much data can move into/out of RAM in some standard unit of time (usually 'per second')'.

CPU and GPU cores need data and instructions to do work. These things (data and instructions) need to be held somewhere.
You may occasionally see reference to 'the memory hierarchy'; that more or less just describes the order in which you look for stuff. For this post, most of the details of this hierarchy doesn't matter. Just remember that you usually dig around in RAM right before internal storage, and generally speaking, you really want to find the stuff you're looking for before you throw your hands up in the air and sigh, "ugh, time to go through storage". It needs to be hammered in; storage is much slower than RAM (1-2 orders of magnitude, I'd say?). Storage is significantly less responsive than RAM (NAND flash-based storage is 2-3 orders of magnitude less responsive than DRAM).

Memory size is about addressing the question: "Do I have the capacity to hold what I think that I'll be working with soon-ish"/"Please gods, can I hold enough crap so that I can save the reading from storage for a far, far more convenient time, seriously"

Memory bandwidth: "What I want to grab is in RAM, hurray! Alright, now how quickly can I retrieve it?"
Again, this is something that kicks in after you answer yes to the previous question; that what I want is found in RAM.

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So, digression:
My perspective on this aspect of computing is that, you can divide a CPU/GPU core's time into two categories: the core is working, and the core is idling/not working. It turns out that the goal of a lot of shit about hardware is actually about reducing the latter. We want to minimize idle time as much as possible.
IIRC, the four main aspects of 'architecture' that gets discussed are 'wider'/'deeper'/'smarter'/'memory sub-system'.
'Wider' - I think that it's the only one of the four that deals with the 'working' category of time. It's the 'do more at once' thing.
'Deeper' - my understanding of this one is weak, admittedly. I think this one is about queuing up stuff?
'Smarter' - the selection of what data/instructions you want to pull
Memory sub system - alright, you've determined what to retrieve. Now go get that stuff.

...think of something like say, Homer Simpson in hell having donuts shoved down his throat from a conveyor belt.
'Wider' - how much donut can he eat at once
'Deeper' - the conveyor belt
'Smarter' - your selection of donuts
Memory sub system - how quickly can you go find and get those donuts, then toss them onto the conveyor belt

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So, going back to memory bandwidth. Bandwidth is not work, directly. Bandwidth facilitates work.

So, this is my perspective: I think that your bandwidth needs scales with the amount of work you're trying to do.

Sometimes you see us referring to bandwidth:compute ratio, right? X amount of GB/s per Y amount of TFLOPS.
FLOPS are floating point operations per second. A measurement of computation/work; makes sense, right? But keep in mind that the calculation is basically X hardware times Y clock frequency, ignoring minor details. The key here is that there is an implicit assumption here. The assumption is that all of the clock cycles are spent working. That no cycles are wasted away, just sitting around twiddling your thumbs cause you're waiting on data/instructions. So we know that we need adequate bandwidth.
But conceptually, there is an upper limit, right? You cannot go above working 100% of the time. Additional bandwidth past that point doesn't do anything.

So, when I express, or smash 'Yeah!' for, posts that basically say 'more bandwidth plz!', I'm actually implying an expectation towards the upper end on the capability for work. That is, I think that CPU & GPU grunt will be more on the upper end of what our expectations, and thus, I think that memory bandwidth needs will scale accordingly.
But that also means that you can absolutely get away with less bandwidth if your raw working/computing potential is lesser in the first place.

Oh, but I didn't actually answer the question, did I? I didn't say which one is more important. That's project dependent, isn't it. :p

The most prominent example floating around right now is Baldur's Gate III. Very specifically, Larian is having trouble getting the split-screen co-op mode to work as as they'd like on the Series S, and RAM quantity is cited, I believe.
But it makes sense though, right? Local split screen co-op effectively asks for, "there is a lot of stuff we need to hold at a given moment". Without having played the game, I'm assuming that the local players aren't necessarily tethered to each other? Presumably, you can have player 1 in one area, and player 2 in some completely separate area. So then, you would need to hold the stuff for what player 1 can see and muck around with, AND the same for player 2 as well.

So yea, it all goes back to, 'so, what are you trying to do?'
 
Considering people like Dring defined “big” as a 10mil seller they weren’t right then & still not right now. The fact that we have to keep adding modifiers like C-team, ambitious, impressive, or expensive to try & make a point about being “big” is just nonsense.
it's nonsensical drivel after one trailer.

Dring's comments also really don't deserve much attention. He's not a serious person, I'm sorry. At this point I care more about what Michael Pachter has to say about Nintendo.
 


Looks like Square Enix will switch to the capcom approach :/ less smaller titles. Hope Nintendo sweet talk them into going all in at TGS so we get some sweet AAA games... they better not touch asano

so much for more Triangle Strategy
 
"Backwards compatibility doesn't give sales for Nintendo" only makes sense if you assume that a huge chunk of the Switch 2's library will be re-releases of Switch games, which is very silly. The Wii U Port Storm was a specific situation forged within the context of "No One Had A Wii U", and even then there is a considerable amount of software that was not ported anyway.
 
backward compatibly dont give sales for Nintendo, Shuntaro Furukawa is the typical business only thinking of profit.
I doubt "pay 30USD for a 4K patch on your game you already beat by the time this console comes out" is going to be a fruitful effort.
Full offense.
 
"Backwards compatibility doesn't give sales for Nintendo" only makes sense if you assume that a huge chunk of the Switch 2's library will be re-releases of Switch games, which is very silly. The Wii U Port Storm was a specific situation forged within the context of "No One Had A Wii U", and even then there is a considerable amount of software that was not ported anyway.
Hey, I had a Wii u I loved it more than my switch. You're right though
 
"Targeting" did the ps4 actually run any game with decent graphics in a native 4K? Or was it all checkerboarded
Checkerboarded - but are you imagining that the max 3 TFLOPS Switch NG will run native 4k graphics in places that the 4 TFLOP PS4 Pro could only checkerboard?

Not that I think 12GB is overly low or anything, but I don't think this is a useful way to look at the situation.
I think it is, but I also think my point has been lost a bit, so I'm going to try to rephrase, and add more context. The original assertion was this:

12 GB is way too low for a 2025 console (release holiday 2024).
There isn't any way to analyze this except in relation to other hardware. Devs always want more RAM, but does 12GB of RAM represent an unusual barrier to developers, compared to other systems? Has the industry moved on past 12GB?

The answer is definitively "no". Let's ignore consoles entirely for a bit and look at the PC space.

The 4060 is an 8GB card. The 7600 is an 8GB card. The 6650 XT and all lower RDNA 2 cards are 8GB, the 3070 Ti is an 8GB card, the 2080 Super is an 8GB card. Not only is 8GB VRAM the most common PC configuration, it's also the fastest growing, and 80% of PC games have 8GB or less.

While developers may want more RAM, the basic configuration that they'll be forced to accommodate will be 8GB of VRAM. And that situation isn't going away. RAM isn't getting better. Or rather, it's slowed down a lot. Entry level Geforce 10 series cards had 2GB of VRAM. The 16 series, entry level cards were 4GB, the 20 series, 6GB, the 30 series 8GB, the 40 series... 8GB. @Look over there has looked into GDDR7, and dollars to donuts that the 50 series will have entry level cards at... 8GB again.

12GB with 10GB available to games would put the NG ahead of the pack currently, and due to the severe slowing of RAM scaling, it will likely retain that position until 2028, when RTX 60 will make high end 40 series cards cheap enough to begin displacing 8GB models.

Which is not to say that 16GB of RAM wouldn't be useful. It's just that this memory limitation is industry wide, and likely to continue. 12GB will be better than par for the unfortunate foreseeable future. The NG won't be left behind on the RAM front.

But the RAM front isn't the only front . For example, some of these 8GB cards are held back by the smaller frame buffer, particularly the 4060. DF showed the 8GB frame buffer causing frame drops in Spiderman benchmarks. But this was in situations where the 15 TFLOP 4060 was paired with a Core i9 13900K, achieving settings and frame rates well beyond what the Switch NG will be capable of. Let's keep ignoring the last gen consoles for a second, and look at the current gen ones.

The Series S will out perform the NG in single core CPU, multi-core CPU, Memory Bandwidth, Storage Bandwidth, Storage size, and RT performance*. With 10GB available to games, the NG will have 33% more RAM available than the Series S. Does the NG seem unusually memory constrained compared to the Series S? The Series X and the PS5 are are 5-6x more powerful than the NG, but with 10GB available it's got something like 80% of their RAM. Does it seem like technology targeting all these machines will have RAM problems first? What is the most likely cause of ports not coming to the NG?

While the 8GB frame buffer will continue to define minimum settings for multiplats for a while, the consoles will continue as the bar for "medium" settings. In this case, it won't be RAM that makes ports "impossible" but CPU demands, which doesn't scale very well. And the biggest impact on visuals won't be VRAM but the massive drop in GPU performance.

Games built with it in mind will absolutely be adopting newer rendering techniques, some of which are known to be fairly RAM hungry, like RT.
This is a valid point, but we do have some quantification of RT's memory cost. In the Spider-Man PC ports, the entire city and all dynamic objects stay in the BVH tree at all times, even on 6GB cards. While potentially more complex game worlds are coming, which could explode that BVH tree, ultimately the limiting factor on RT is going to be the performance of the cores. If you don't have the processing power for RT shadows and reflections, then keeping the whole world in the BVH tree actually isn't useful. Again, we butt up against the limits of the GPU before the limits of memory, in what I expect are the majority of cases.


In addition, while native 4k rendering is likely not a priority, best practices for scaling to that resolution via techniques like DLSS dictate that you pay a significant portion of the memory cost regardless, in the form of higher resolution textures.
Again, a valid point. But the level of texture detail that a game provides will be based on the hardware it runs on. And with GDDR prices static, the base consoles static, those lines aren't going to be shifting for a while. 12GB would put texture detail at slightly south of "medium" settings, 16GB slightly north. I don't mean to be dismissive about that difference, I'm just saying that 12GB already represents the NG punching above it's relative weight in terms of specs.


In theory, AAA multiplats should offer texture settings that can scale up to 24GB, and NG could get wins all the way up to there, but it's diminshing returns. Consider something like Cyberpunk 2077 by way of random example. It doesn't hit 1440p30 on Series S. DLSS at 4k is going to take something like 5ms on NG. DLSS Ultra Performance simply isn't going to get you to 4k. Those "high" texture settings are likely not going to get you a substantial visual win in that case. The system remains GPU compute bound before it becomes memory bound.

This is a very long post, because I don't think I'm disagreeing with you so much as failing to make my point clearly, so let me offer a TL;DR.

  • More RAM is More better, but not proportionally More Better.
  • 12GB is likely to put the NG solidly in the middle of the range of VRAM for a while, simply because of where the industry is.
  • The NG will be limited by CPU and GPU performance long before it's limited by RAM quantity for most games
  • Nintendo seems to have invested in a big leap in GPU and CPU power
  • In terms of bang for buck, if that means that 16GB isn't cost effective, that was probably the right tradeoff.
 
Nintendo likes to be clear about paid DLC up front, and we've heard nothing on Tears.

Tears doesn't have a Hero/Master Mode.

Breath of the Wild added Master Mode in DLC.

Is Nintendo saving Tears post-launch support for NG? With something like Master Mode as a way to sweeten the pot/soften the blow?

I dunno, just spitballing. I can't imagine Nintendo charging $30 for a 4k patch. They'll charge $60 for a 4K remaster in 5 years, or $0 for a Quick n' Dirty uprezz now. But I can imagine sticking a 4K update into a larger package of DLC, either free or paid. Put Hard Mode, the "gauntlet of baddies dungeon" and a 4K update into a $20 package, you could get some people to play the game again, and put out a 4K game without having to develop another launch title.

That sort of model - small content DLC + uprezz package - could slot in where Wii U ports operated before. Hell, that's almost exactly what they did with 3D World - uprezz the base game, add a couple hours of content, charge full price. Considering how much mileage they got out of the Booster Course Pass, they have to be considering what other evergreens they could make very late DLC for.
 


Looks like Square Enix will switch to the capcom approach :/ less smaller titles. Hope Nintendo sweet talk them into going all in at TGS so we get some sweet AAA games... they better not touch asano

Oh neat, so all the stuff they've done over the last few years that finally brought me back to being a Square fan, they're gonna stop doing! Interesting strategy!
 
Nintendo likes to be clear about paid DLC up front, and we've heard nothing on Tears.

Tears doesn't have a Hero/Master Mode.

Breath of the Wild added Master Mode in DLC.

Is Nintendo saving Tears post-launch support for NG? With something like Master Mode as a way to sweeten the pot/soften the blow?

I dunno, just spitballing. I can't imagine Nintendo charging $30 for a 4k patch. They'll charge $60 for a 4K remaster in 5 years, or $0 for a Quick n' Dirty uprezz now. But I can imagine sticking a 4K update into a larger package of DLC, either free or paid. Put Hard Mode, the "gauntlet of baddies dungeon" and a 4K update into a $20 package, you could get some people to play the game again, and put out a 4K game without having to develop another launch title.

That sort of model - small content DLC + uprezz package - could slot in where Wii U ports operated before. Hell, that's almost exactly what they did with 3D World - uprezz the base game, add a couple hours of content, charge full price. Considering how much mileage they got out of the Booster Course Pass, they have to be considering what other evergreens they could make very late DLC for.
When Animal Crossing New Horizons launched there was no mention of paid DLC, only free updates.

Then 1.5 years later, for their final major free update (2.0 update), they also announced the one and only paid DLC for it: Happy Home Paradise for $25 (or free with NSO+ for as long as you keep the NSO subscription going).

I doubt Tears DLC will get announced this year, but a little over year after release in a June Direct? Very likely, and that would line up quite nicely with them announcing an enhanced GOTY Edition version on Switch NG that includes all the upcoming DLC.
 
backward compatibly dont give sales for Nintendo, Shuntaro Furukawa is the typical business only thinking of profit.
I don't understand why we talk about Furukawa as if he's some random suit who strolled up and tainted Nintendo with evil corporate ideology when he's been bumming around their offices for as long as I've been alive. The dude is fine. None of the bullshit Nintendo has done in recent years has been much worse than what has been pulled under Yamauchi or Iwata. Yes, Iwata was a cool-ass programmer and game dev, but he was still a businessman concerned with the profitability of Nintendo too. Let's not pretend like he wasn't.



Looks like Square Enix will switch to the capcom approach :/ less smaller titles. Hope Nintendo sweet talk them into going all in at TGS so we get some sweet AAA games... they better not touch asano

Mrgrgr...
 


Looks like Square Enix will switch to the capcom approach :/ less smaller titles. Hope Nintendo sweet talk them into going all in at TGS so we get some sweet AAA games... they better not touch asano


What's wrong? You don't think "this very expensive game didn't sell as well as we had hoped so we'll focus more on games just like it" is a reasonable path?
They've had a number of notable fails with their mid-tier titles. Diofield. And I think there's a 1-2 million cieling on their HD 2D stuff. It's a shame really, I think Switch benefited greatly from that focus.

That said, there won't be no mid-tier games, but this shift also suggests that Nintendo was likely advised and maybe done in preparation for Switch 2 being more in-line with the other consoles, so it would be relatively easier to port their big games to one additional platforms.

That's my hope at least. But we'll lose some of the defacto time exclusives in this case, unless Nintendo is pushing for big big SE titles as well on thier platform that is timed exclusives.
 
They've had a number of notable fails with their mid-tier titles. Diofield. And I think there's a 1-2 million cieling on their HD 2D stuff. It's a shame really, I think Switch benefited greatly from that focus.
They've had notable fails with their AAA output, too, but they aren't planning to move away from those. I know that's not how the business works, I'm just being pissy because this seriously was the generation that brought me back to being a big Square fan, and it was their mid-tier stuff that did it. 😩

Wonder what this means for dq 3 hd
The "will take several years to impact" probably means it's fine. Anything that's currently in production is likely fine.
 
Wonder what this means for dq 3 hd
If this in response to the above Square Enix discussion about AAA games:

If the pivot to AAA games is a recent decision resulting from the recent financial results, I'd figure they could be at a phase where they're looking at their portfolio of games in development and what teams are working on and then going to make decisions about what to cancel, what to release, what to greenlight, etc. Since DQIII HD-2D was announced a while ago, I assume that project is likely too far along for it to be financially worth revamping it or cancelling it. I also imagine it will sell like a AAA game (at least in Japan), which is probably really what Square Enix wants. As the quote says, it'll take several years before an impact is seen, so I imagine we'll see some AA games in the immediate future and then a gradual transition to a different release philosophy as teams move off released and cancelled games onto AAA games.

All in all, I assume we basically will just never see another 2022 from Square Enix, where they released, in my opinion, an absurd number of titles across a wide range of budgets.

Personal prediction: we're going to see DQIII HD-2D around TGS this year (either in a September Direct or via Square Enix at the show) and the game will be dated for 2024. If the game is still moderately far away from completion, I think there's also a small chance Square Enix could time this title to launch alongside Switch 2 next year with a Switch 2 SKU. If I understand Dragon Quest's popularity in Japan, I imagine that would be a rather killer launch title for Switch 2 and a solid swansong for Switch (with the effect of both diluted a bit by being a cross-gen release).
 
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re BOTW/TOTK i believe will get a pretty substantial remaster within the first two years, seems like a no brainer. higher res everything, 60fps, lighting, effects.

as far as a 4k patch goes it would be nice if they did it for free. ideally this is the same for all the primary Switch titles and becomes a major selling point for the new system (backward compatible & rendered @ 1080 handheld/4k docked, stable fps). if they do charge it will probably be a nominal amount. i can't see them giving 60fps for Zelda though, stable 30 but 60 will be saved for the re-release.
 
...
The 4060 is an 8GB card. The 7600 is an 8GB card. The 6650 XT and all lower RDNA 2 cards are 8GB, the 3070 Ti is an 8GB card, the 2080 Super is an 8GB card. Not only is 8GB VRAM the most common PC configuration, it's also the fastest growing, and 80% of PC games have 8GB or less.
...

Just a quick note that those 8GB on cards are only for GPU data, mostly compiled shaders and assets.
Those cards are put inside PCs that usually have another 8GB of main RAM for the OS, game logic and game data.

So basically, PCs, consoles and Steam handhelds all have 16 GB.

I believe 12GB is a sweet spot for a next-gen Switch.
I see too many downsides in having less than that.
 
No I don't think the switch NG will run anything in 4k to be honest

Assuming the 8'' screen rumors are true, I think it's safe to also assume it'll be 1080p.

If we can't do 4K docked, what would be the target resolution then? Same as handheld?

I believe Nintendo will heavily use 4K in marketing, but I suspect only media apps, such as Youtube, Netflix and others will really benefit from it.
I would be perfectly fine with 1080p docked if we get high stable fps in games instead.
 
Assuming the 8'' screen rumors are true, I think it's safe to also assume it'll be 1080p.

If we can't do 4K docked, what would be the target resolution then? Same as handheld?

I believe Nintendo will heavily use 4K in marketing, but I suspect only media apps, such as Youtube, Netflix and others will really benefit from it.
I would be perfectly fine with 1080p docked if we get high stable fps in games instead.
There will probably be a resolution jump obtained via DLSS in the docked mode.
 
Assuming the 8'' screen rumors are true, I think it's safe to also assume it'll be 1080p.

If we can't do 4K docked, what would be the target resolution then? Same as handheld?

I believe Nintendo will heavily use 4K in marketing, but I suspect only media apps, such as Youtube, Netflix and others will really benefit from it.
I would be perfectly fine with 1080p docked if we get high stable fps in games instead.
1440p or some weird in-between resolution like the Xbox series s sometimes uses like in elden ring
 
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