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

No, the 3DS games got shat on a fair bit for how bad their performance could get during Hordes/lots of effects like Totem aura and when you turned 3D on
Yeah but how often did you actually encounter horde battles? In my two playthroughs of each game it wasn't that often. I also played with 3D turned on due to the new 3ds having much superior 3D. The game did have drops and it lagged here and there in battles sure but overall it was amazing they had 900+ Pokemon and maps that big on a system with like 512mb of ram.
 
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Just saw this in my sub box should be a interesting watch


So, a general summary of the video

1. Switch 2 has a high chance of failure due to no console after the SNES has sold as well as the previous console, Nintendo has a cycle of boom and bust consoles back to back since SNES
2. Not high enough jump in power, band-aid in terms in of power
3. Backwards compatibility concerns
4. Gimmick gone wrong, sacrificing power for a gimmick, HD rumble on current falling flat
5. Resting too much on their laurels, naming issues
6. Hope the new switch will swim, but too much existing data says otherwise.

Edi: Fixed some phrasing and grammar
 
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It think the issue is that they're a small team spreading themselves too thin in a time where game development on average, takes longer than 3 years and the output of the entire Pokemon franchise does not accommodate neither Game Freak's needs as developers or how games of large scales are made these days.
Monolith Soft have fewer in-house developers working on Xenoblade than Game Freak does on Pokémon, and the development cycles are about the same; two years between XBCX and XBC2, three years between XBC2 and XBC: DE, two years between XBC: DE and XBC3, all with Future Connected, Torna and Future Redeemed being developed in the interim

The problem's a literal 'skill issue', Game Freak tried to make the transition from being mainly top-down 2D handheld developers to top-down 3D handheld developers, they struggled there as they've always struggled with generational handover, then they attempted to recreate something on the scale of Breath of the Wild on a console proper using much of the same staff that have been there since and struggling through the GB and DS eras, rather than try to expand, hire newer, hire younger, and hire needed expertise

There's a lot of stuff floating around on Game Freak's internal practices, poor management, unwillingness to modernise, and constant failing to adapt to rapidly changing technology, it paints a picture of systemic incompetence

They seem to only just be getting around now to figuring out the Switch, almost at the end of its product lifetime
 
So, a general summary of the video

1. Switch 2 has a high chance of failure due to no console after the SNES has sold as well as the previous console
2. Not high enough jump in power, band-aid in terms in of power
3. Backwards compatibility concerns
4. Gimmick gone wrong, sacrificing power for a gimmick, HD rumble on current falling flat
5. Resting too much on their laurels, naming issues
6. Hope it is will swim, but too much existing data says otherwise.
Hard4games usually has some pretty good content and I see where they are coming from but it's a bit pessimistic. We have a new business oriented president at Nintendo and they have made these mistakes quite a few times to the point where I'm sure they are taking extra time to make sure it will be a smooth transition. Which makes sense because they have been mentioning it quite a lot
 
How does the power requirements scale with the overclocking? Is it linear or exponential? Would it be worth it to overclock 5X "just a little"?
Linear, but I am unclear how much control the memory controller gives you, and what is in spec. So I might be a shrug on this one. Not sure where battery life/bandwidth sweet spot would be.
 
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Side note: You'll see power efficiency wins claimed for 5X all the time. They're not for 5X protocol but updates to the manufacturing process for the memory controller and the RAM itself. In practice, in our case, all those efficiency wins apply to LPDDR5 as well.
Wait, what? Are you saying 5 ram made 2 years ago is less efficient/slower than 5 ram made today? I'm confused. 😵‍💫 Will Switch 2 benefit from this newer ram?
 
16GB of LPDDR5, but that is a slightly nuanced answer.

The thing is that 5X is, essentially, a "sanctioned" overclock of 5. So while it offers a higher bandwidth cap, it doesn't offer any power draw advantages. If you keep it the same speed as 5, it draws the same power as 5. Your run it at 5X speeds, you pay a proportionately higher battery life cost.

Side note: You'll see power efficiency wins claimed for 5X all the time. They're not for 5X protocol but updates to the manufacturing process for the memory controller and the RAM itself. In practice, in our case, all those efficiency wins apply to LPDDR5 as well.

If we got 5X, I wouldn't be surprised if Nintendo does it purely because it can source 5X more cheaply long term, and it still clocks it at base 5 speeds for battery purposes. In which case, no advantage for 5X.

If what we're really is asking is "12GB at 5X top speed or 16GB at 5's top speed, ignore the battery life problems" then my answer is becomes contingent on the rest of the design of the system - storage access speed, and GPU clocks - but that I would tend to come down on the side of "more RAM"
So would 5X be significantly more useful for docked mode then?
 
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So, a general summary of the video

1. Switch 2 has a high chance of failure due to no console after the SNES has sold as well as the previous console
2. Not high enough jump in power, band-aid in terms in of power
3. Backwards compatibility concerns
4. Gimmick gone wrong, sacrificing power for a gimmick, HD rumble on current falling flat
5. Resting too much on their laurels, naming issues
6. Hope it is will swim, but too much existing data says otherwise.
  1. I'm not keen on this line of thinking, it's akin to dismissing the PS3 or PS4 as failures because they didn't sell as many units as the PS2 - Switch 2 may sell tens of millions fewer than the original Switch, but if it sells at a profit and even only reaches 2/3rds of what the Switch did, by all accounts it's still a roaring success, we also need to take into consideration that Switch sales were greatly accelerated by a global situation that had people worldwide staying indoors for extended periods without which the numbers may be much, much lower, it also completely ignores that the Wii massively outsold its previous console, the DS its previous handheld, and the Switch its previous console - maybe they meant no consoles of the same lineage, but it doesn't seem important to evaluate success purely on units shifted

  2. The jump in power being estimated here is around the 6-8x range, which seems typical of a traditional console generational transition, and for a handheld you're intended to be able to take anywhere that's probably a much more significant leap

  3. BC is still an unknown quantity, but based on the Nikkei statements from Furukawa and Nintendo's insistence on the importance of NSO carrying over and retaining customer investment into the Switch, it seems much more likely than not

  4. The 'gimmicks' or features of the Switch era feel far more restrained and pertinent to a casual or relaxed environment; tabletop mode and detachable controllers for ease so you aren't holding the entire thing constantly, dual-control mapping so two people can use one system, I think there's a lot more thought going into the bringing the control of the experience to the player rather than cornering the player into the experience

  5. Honestly, 'Switch 2' is sufficient and the most straightforward option, there's no need to be eccentric with it and there's no room for confusion on what the new generation could be with a numbering system, assuming it's staying a Switch anyway

  6. There isn't really any existing data, there's absolutely nothing official out there on the next-gen console yet, the speculation here I don't think really holds up
 
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If I may say so, I really despise DF’s framing of every Switch game running competently as a “miracle” port. At some point, one surely has to acknowledge that it’s a hell of a lot more capable than they ever anticipated, AND what we’re seeing now is that it could’ve had even more during its lifecycle - So, No Man’s Sky and NieR: Automata were last year, Tears was “too good to run on the Switch” until it arrived and performed really well (as expected), Sparks Of Hope “must have been on a mystical Pro” until it wasn’t, and EA are using Frostbite as a marketing point for their new soccer game, meaning we could’ve had feature-parity sports games from the start, as well as Mass Effect and Dragon Age games. Switch is performing so many “miracles” that it’ll get its own gospel in a Newer New Testament at this point. 🙄😏

I think the whole situation is a bit more nuanced than simply “miracle” port.

What we’re dealing with regarding the Switch is a 2015 era mobile chip that is ARM-based, and is able to keep up with full on desktop level hardware from 5-10 years ago, and in many cases, run games of the same generation of hardware that is more desktop-class, but on mobile hardware, and at <20 watts while docked.

It is also showcasing how freaking scalable graphics engines are these days compared to 10-20 years ago.

Mostly gone are the days when some developer has to completely rewrite the game code just to run on a different platform, or even crazier, reverse engineer the source code on such low-spec hardware (I.e. Doom on SNES)

It is also showing the progression of mobile hardware in general. I wouldn’t be surprised if within the next decade, both Sony and Microsoft are using ARM-based hardware in their system, or at least getting ready to use it, say PlayStation 7.

The way I see it, the Switch is breaking conventions of what we think should or should not be possible on mobile hardware, and you can thank how modern, and standardized hardware has gotten, plus again, how scalable engines are nowadays.

We’re impressed with what the Switch can do already, I think we’ll be even more impressed come Switch 2.
 
Interesting, I've heard both ways now. I would assume there are various pros and cons to each.
If you had suggested 8GB LPDDR5X vs 16GB of LPDDR5 memory, the answer would be 16GB.

But since you suggest what would end up being close in relative to the other platforms, it’s fine losing 1-1.5GB (10.5-11GB of memory for games) for faster memory bandwidth for a bandwidth constrained device.

It would have enough memory to be OK for years imo.
 
Monolith Soft have fewer in-house developers working on Xenoblade than Game Freak does on Pokémon, and the development cycles are about the same; two years between XBCX and XBC2, three years between XBC2 and XBC:DE, two years between XBC:DE and XBC3, all with Future Connected, Torna and Future Redeemed being developed in the interim

The problem's a literal 'skill issue', Game Freak tried to make the transition from being mainly top-down 2D handheld developers to top-down 3D handheld developers, they struggled there as they've always struggled with generational handover, then they attempted to recreate something on the scale of Breath of the Wild on a console proper using much of the same staff that have been there since and struggling through the GB and DS eras, rather than try to expand, hire newer, hire younger, and hire needed expertise

There's a lot of stuff floating around on Game Freak's internal practices, poor management, unwillingness to modernise, and constant failing to adapt to rapidly changing technology, it paints a picture of systemic incompetence

They seem to only just be getting around now to figuring out the Switch, almost at the end of its product lifetime
I'm only commenting on this because much of what you are saying is very incorrect and can be easily sourced just by simply looking at the credits of the games or simply googling these stuff. Monolith Soft has almost a 100 more employees than Game Freak for one. Just talking about the switch games, Sword/Shield had many people who had never worked on a Pokémon game before, some having their first games be Sun/Moon same with Arceus and Scarlet/Violet. Mainline Pokémon games have plenty of new talent. Quite a few team leads on Scarlet/Violet are new hires. Please be careful about saying things like this because that video you cite as proof for this is at best unreliable, a thread was made on this here but closed due to the unreliability of the source. https://famiboards.com/threads/what...eep-dive-into-worker-reviews.7069/post-763976

I will also ask that you put your grievances about the state of Pokémon or Game Freak in another thread as it is off topic here.
 
Wait, what? Are you saying 5 ram made 2 years ago is less efficient/slower than 5 ram made today? I'm confused. 😵‍💫 Will Switch 2 benefit from this newer ram?
RAM power efficiency is going to vary with manufacturer. Micron puts their 5X and their 5 RAM on the same process node. Samsung used a new process node for 5X, but moved the 5 over later IIUC. So yes, I would expect Switch to benefit.
exponential if 5X is already close to 5's peak speeds, it takes a lot more power to hit 5X's peak (relatively)

EDIT: @oldpuck is saying linear, so I guess memory scales differently than cpus/gpus?
My understanding - and my understanding could absolutely be wrong - is that the "X" version of the LPPDR essentially comes whenever Samsung is able to node shrink their RAM, shifting the power curve forward. At least Samsung's documented power draws are pretty linear, but I'm happy to be corrected on this one.

Update: I think, effectively, @ILikeFeet is right on this one, because however the memory itself scales is less relevant than how the memory controller scales, and that's definitely exponential.
 
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So, a general summary of the video

1. Switch 2 has a high chance of failure due to no console after the SNES has sold as well as the previous console
2. Not high enough jump in power, band-aid in terms in of power
3. Backwards compatibility concerns
4. Gimmick gone wrong, sacrificing power for a gimmick, HD rumble on current falling flat
5. Resting too much on their laurels, naming issues
6. Hope it is will swim, but too much existing data says otherwise.
The gimmick won't be hardware related, mostly tied to software and QOL.
 

So, a general summary of the video

1. Switch 2 has a high chance of failure due to no console after the SNES has sold as well as the previous console
2. Not high enough jump in power, band-aid in terms in of power
3. Backwards compatibility concerns
4. Gimmick gone wrong, sacrificing power for a gimmick, HD rumble on current falling flat
5. Resting too much on their laurels, naming issues
6. Hope it is will swim, but too much existing data says otherwise.
well basicaly every console need launch after a sucesufull one, is proven to sell less and less then it predecessor, take DS for example the second best selling hardware of all time(unless Switch surpass it) the console sold 154 milions consoles, and it sucessor 3DS sold only 75 milion consoles, imagine, Switch surpass DS/PS2, ending it lifecycle with a lifecycle sales total of 160/170 milions consoles sold and then came it sucessor and sold only 50/80 milions consoles, given the track record of Nintendo consoles, this is almost given, Switch sucessor will sell less then Switch
 
well basicaly every console need launch after a sucesufull one, is proven to sell less and less then it predecessor, take DS for example the second best selling hardware of all time(unless Switch surpass it) the console sold 154 milions consoles, and it sucessor 3DS sold only 75 milion consoles, imagine, Switch surpass DS/PS2, ending it lifecycle with a lifecycle sales total of 160/170 milions consoles sold and then came it sucessor and sold only 50/80 milions consoles, given the track record of Nintendo consoles, this is almost given, Switch sucessor will sell less then Switch
Given the track record sure I get following patterns is a better bet than going in blind but the switch did something no one else did for a while. The portability and versatility is unmatched even to this day. If the performance was better and overall more modern in turn allowing for more ports I think the switch 2 could be the best selling console ever.
 
I'm only commenting on this because much of what you are saying is very incorrect and can be easily sourced just by simply looking at the credits of the games or simply googling these stuff. Monolith Soft has almost a 100 more employees than Game Freak for one. Just talking about the switch games, Sword/Shield had many people who had never worked on a Pokémon game before, some having their first games be Sun/Moon same with Arceus and Scarlet/Violet. Mainline Pokémon games have plenty of new talent. Quite a few team leads on Scarlet/Violet are new hires. Please be careful about saying things like this because that video you cite as proof for this is at best unreliable, a thread was made on this here but closed due to the unreliability of the source. https://famiboards.com/threads/what...eep-dive-into-worker-reviews.7069/post-763976

I will also ask that you put your grievances about the state of Pokémon or Game Freak in another thread as it is off topic here.
I think it's fair to air those grievances here, as their next games will be on new hardware and there is doubt that they can take advantage of what'll be offered.
 
I think it's fair to air those grievances here, as their next games will be on new hardware and there is doubt that they can take advantage of what'll be offered.
Whether or not a certain developer can take advantage of future hardware isn't really the topic of this thread but, I guess that might be fair game
 
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I really hope that if Switch 2 gets announced soon that ports like Red Dead Redemption get a 4k patch like the PlayStation 4 Pro version 🤤🤤🤤
 
I'm only commenting on this because much of what you are saying is very incorrect and can be easily sourced just by simply looking at the credits of the games or simply googling these stuff. Monolith Soft has almost a 100 more employees than Game Freak for one. Just talking about the switch games, Sword/Shield had many people who had never worked on a Pokémon game before, some having their first games be Sun/Moon same with Arceus and Scarlet/Violet. Mainline Pokémon games have plenty of new talent. Quite a few team leads on Scarlet/Violet are new hires. Please be careful about saying things like this because that video you cite as proof for this is at best unreliable, a thread was made on this here but closed due to the unreliability of the source. https://famiboards.com/threads/what...eep-dive-into-worker-reviews.7069/post-763976

I will also ask that you put your grievances about the state of Pokémon or Game Freak in another thread as it is off topic here.
Had you yourself done the googling then you would've seen Monolith Soft is divided into three separate production units, the unit that works on Xenoblade specifically has about 140 permanent employees, of those around 40 were involved in the development of XBC2 with another ~1000 outsourced while Sword & Shield had approximately 200 Game Freak developers involved throughout its development and another 800 outsourced, so a similar number of developers involved a similar timeframe of development, yet chalk-and-cheese in terms of quality of the final product

There will always be new hires in any project, it doesn't change the fact that if you look through the credits of Sword & Shield and Scarlet & Violet, in particular the names listed within the programming section, you will find plenty of examples of long-term Game Freak staff only predominantly involved in GBA, DS or 3DS titles

That thread you linked disputes the reliability of the site on the basis that - in theory - anybody could make an account and contribute without vetting, that's a deeply problematic outlook to have that casts people as liars because what they have to say isn't liked, it also overlooks the fact that the allegations about Game Freak's struggles with the technology, development lagging behind current generations, and certifying games for release despite being aware of major technical issues affecting them is something we all saw happen just months ago

My problems with the state of Pokémon and Game Freak are specific to how it poorly reflects on the reputation of the Switch as a console and how the diminishing quality of their work despite being a Nintendo flagship will most likely negatively affect the perception of the next-generation console should their work be selected to showcase it, it's entirely on-topic
 
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I think it's fair to air those grievances here, as their next games will be on new hardware and there is doubt that they can take advantage of what'll be offered.
To be honest, even if GF's merits as a developer technically isn't off-topic it has such a high chance to derail and consume the thread that it may as well be. I have my fair share of grievances with them but some people act like shitting on Pokemon is some kind of competitive sport
 
I will also ask that you put your grievances about the state of Pokémon or Game Freak in another thread as it is off topic here.
It is not that big a deal to get a little off topic, this is a fun forum (fuuuuuuck game freak) (i have an incredible bias)


RAM anyone?
 
bad work conditions are a serious accusation and need more verification than a review site than can be easily hijacked by fans

Reminder that some fans went so far as to fake sexual assault accusations against game freak higher ups during dexit
 
To be honest, even if GF's merits as a developer technically isn't off-topic it has such a high chance to derail and consume the thread that it may as well be. I have my fair share of grievances with them but some people act like shitting on Pokemon is some kind of competitive sport
Yeah people due tend to take it to the extreme, I myself am a part of the problem occasionally but I try not to. Its just infuriating to see your favorite series not keep up with anything else and fall behind.
 
To be honest, even if GF's merits as a developer technically isn't off-topic it has such a high chance to derail and consume the thread that it may as well be. I have my fair share of grievances with them but some people act like shitting on Pokemon is some kind of competitive sport
Eh, if the ensuing derailments are at least with in regards to future hardware, I still think it's fair game.
 
It is not that big a deal to get a little off topic, this is a fun forum (fuuuuuuck game freak) (i have an incredible bias)


RAM anyone?
As long as the eShop isn't Chugging like A Conroy and the menu is at least a little nicer to look at, I won't be too concerned over big-horned sheep.
 
As long as the eShop isn't Chugging like A Conroy and the menu is at least a little nicer to look at, I won't be too concerned over big-horned sheep.
I might be among the minority here of actually liking the overall Switch UI and eShop presentation 😬 but if there was a remember password/stay logged in option or an easy access search history/recommendations, it would make navigating through it so much simpler, what changes are you hoping for next time round?
 
Quoted by: D36
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I might be among the minority here of actually liking the overall Switch UI and eShop presentation 😬 but if there was a remember password/stay logged in option or an easy access search history/recommendations, it would make navigating through it so much simpler, what changes are you hoping for next time round?
The eShop's presentation is serviceable (though, it could do with more navigation options, like with the Wii U), but it's still slower than molasses.

As far as changes go, for the menu, just something that will let me look for my games easier and for some themes. For the eShop, better navigation options and for it to just run better.
 
well basicaly every console need launch after a sucesufull one, is proven to sell less and less then it predecessor, take DS for example the second best selling hardware of all time(unless Switch surpass it) the console sold 154 milions consoles, and it sucessor 3DS sold only 75 milion consoles, imagine, Switch surpass DS/PS2, ending it lifecycle with a lifecycle sales total of 160/170 milions consoles sold and then came it sucessor and sold only 50/80 milions consoles, given the track record of Nintendo consoles, this is almost given, Switch sucessor will sell less then Switch

Counterpoint: PSX to PS2.

PSX was Sony’s answer to the failed partnership with Nintendo, sold over 100 million, which was more than the NES, let alone the SNES, and of course outsold the N64. It was only about 10 million units behind the NES, and SNES combined even. If you take the PSX, and PS2 combined sales, it would take the NES, SNES, N64, GCN, and the Wii to surpass the combined units sold of Sony’s first two systems. Just a little food for thought.

PS2 of course was an even more massive success. PS3 wasn’t the success of the PS2, but still did respectable, and PS4 of course did better than the PS3. Currently, PS5 could potentially outsell the PS4 in its lifetime if sales continue the way it has.

So it’s not exactly set in stone that in every scenario, a successor to a successful platform will sell less than its predecessor.
 
Counterpoint: PSX to PS2.

PSX was Sony’s answer to the failed partnership with Nintendo, sold over 100 million, which was more than the NES, let alone the SNES, and of course outsold the N64. It was only about 10 million units behind the NES, and SNES combined even. If you take the PSX, and PS2 combined sales, it would take the NES, SNES, N64, GCN, and the Wii to surpass the combined units sold of Sony’s first two systems. Just a little food for thought.

PS2 of course was an even more massive success. PS3 wasn’t the success of the PS2, but still did respectable, and PS4 of course did better than the PS3. Currently, PS5 could potentially outsell the PS4 in its lifetime if sales continue the way it has.

So it’s not exactly set in stone that in every scenario, a successor to a successful platform will sell less than its predecessor.
in Sony case yes, every console they launch is a success, Nintendo no
 
I have a question. Is there reason to believe that Nintendo's next console will be more proficient with rendering transparent things? In the Pikmin 4 thread I pointed out how the game lacked transparent objects, and it was mentioned that it's a weak spot of the Switch's SoC and consequently many of their Switch-era games lack this effect. Also that the Wii U was more capable in that area.
What is it that makes it easier to render this type of thing? Would it be something Nintendo might prioritise? It'd certainly do a lot to provide a visual cue that this is 'next-gen'.
 
LPDDR4X actually lowered voltages too, but yea, 5X appears to basically just higher clocks/supporting those higher clocks (like, signal integrity/reliability improvements are nice, but those are in service of those higher clocks)

How does an A78 CPU compares to a Jaguar and a current gen console?
Clock for clock, A78 will lap the Jaguar. Potentially two laps depending on the exact workload.
IIRC, by Geekbench, the A78 is actually slightly better clock-for-clock against the CPU in PS5/Series (remember, although they are using Zen 2, they're using monolithic Zen 2, not chiplet. Monolithic Zen 2 has less cache, thus hindering performance relative to the chiplet version).
Due to clocks, I'd expect the CPU to occupy some area in the middle between PS4 and PS5.

I am willing to make this prediction:
A game design that can run as 'acceptably playable' on the PS4 will absolutely be doable on the NG. The gap in CPU and RAM is substantial enough that if something that can run fine on the PS4 fares worse on the NG, I 100% blame the developers.
A game design that can kinda, sorta, but not really be 'acceptably playable' on the PS4, should be at least 'acceptably playable' on the NG.
A game design that's certainly beyond the reach of the PS4 but is still easy for the PS5, should be within reach of the NG with compromises, relative to the PS5. The amount and types of compromises vary, but I think that the foundations of the game should be able to remain intact?
A game design that's pushing the PS5's CPU hard should not be expected to have a version on the NG without some fundamental design changes.

What would be better (as a hypothetical)?

12 GB of LPDDR 5X

or

16 GB of LPDDR5
First, I will append this post here so I don't have to do much retyping.

But most pertinently, I'll quote this block:
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.

Now, in handheld mode, the RAM will be clocked down enough such that the distinction between 5 and 5X does not matter. So we're only going to care about it in relation to docked mode.
The higher you expect clocks to be while docked, the more weight you give to bandwidth in order to feed the GPU adequately. Eventually, at some point, you figure, "Ok, based on the competitive landscape, 12 GB is good enough, and my GPU seems to able to run hard enough that I could see some gains from more bandwidth."
Conversely, if you don't expect docked clocks to be all that high, you probably figure, "Well, the amount of bandwidth I have now with LPDDR5 is fine/more than fine for how hard my GPU is going. Additional bandwidth might help some more, but diminishing returns are kicking in. Maybe I can do more things by instead spending on raising RAM quantity to 16 GB."

Now I'm gonna go off track a bit by going into rambling mode/spitballing my interpretations of a couple of things. My interpretations are not necessarily the correct perspective, but hopefully they're interesting at least. If it gets the gears in some readers' minds turning to produce interesting "I don't quite agree; here's my take" responses, the discussion overall gets more fruitful... right? :p

First one's quick. To re-iterate, memory bandwidth is functionally in service to your CPU/GPU trying to work. In gaming terms, this is usually in relation to what you're seeing on the screen immediately. The frames per second. How pretty things are. The effects. Physics. AI behavior.

The other thing's the longer one. RAM quantity. More recent thing I'm thinking about due to the recent discussion.
RAM serves to hold data/instructions for you to work with while skipping accessing storage, because storage is relatively horridly slow/unresponsive.
Ideally, you have enough RAM to hold everything your game requires, but that's really doable for the smaller projects, right? So, assuming that storage must be accessed eventually, I will verbalize this lens:
Your time in a game can be divided into three categories.
1. It is acceptable/normal for 'loading time' (ie reading from storage/physical game) to occur here. This is the opportunity to replace a significant amount of the contents in RAM.
2. People are ambivalent/neutral/lacking strong feelings about 'loading time' here. This is opportunity to replace a low to moderate amount of the contents in RAM.
3. It is absolutely not acceptable for 'loading time' to intrude on the playing experience. So during this time, there's probably no storage access going on. Or, maybe there's opportunities here and there to sneakily replace low amounts of RAM contents without noticeably impacting the player's experience.

For example, think of fighting games. When you are in between matches, there being loading time is normal enough (or rather, loading into a match is normal enough). When you are in between rounds, I... don't think there are really strong feelings either way. There's room for a small amount of downtime in between rounds. But when you are in the middle of a round, you absolutely don't want tangible 'loading time' going on.

Another example would be level/stage based games. It is acceptable to have loading time in between stages. It is potentially okay to have slight amounts of loading time in between sections or during room transitions within a stage (fitting within category 2). But when you're actively playing, you're squarely within category 3, you don't your experience to be noticeably interrupted.

So, what could more RAM do for you.
Naturally, having more RAM allows for the stretches of time in between 'loading time' to have... more. Bigger stages and/or more content in the stages.

It could also potentially just cut down on some loading time overall. For example's sake, let's go with 10 GB usable versus 14 GB usable. Now let's say that a playthrough, or a subset of a playthrough, of a game would end up requiring going through maybe 20 GB of memory. If you have 10 GB usable, then over the course of that playthrough (or subset), an additional 10 GB needs to be swapped in eventually. If you have 14 GB usable, you'd only need an additional 6 GB to be swapped in.

And I'm sure there's neat tricks that serve to cover for weakness in other areas. I think that @oldpuck has mentioned before that you could do things like pre-calculating some things, save the results, and just bring them out when you need them, which saves CPU cycles.
 
in Sony case yes, every console they launch is a success, Nintendo no

I think it just shows how much more successful Nintendo are with their handhelds than their consoles quite frankly as none of them were considered failures.

GB/GBC, GBA, DS, 3DS, and now the Switch as the hybrid system.

Even the genesis of their handhelds, the Game And Watch, did respectable for its time.
 
in Sony case yes, every console they launch is a success, Nintendo no
There's only one console of Nintendo's that couldn't be described as an overall success, at least if you don't include that red headset from the 90's, which was the Wii U; even then the Wii U was still profitable and established many of the Switch's biggest-selling titles today

One unique circumstance that exists today that hasn't really for a long time when it comes to Nintendo hardware is a genuine appetite for it, people are craving a better-looking Zelda running at 60fps, people want Pokémon smoothed out and playing without issue, people have been demanding Super Mario Odyssey 2 and a new Mario Kart for bloody yonks, so many of the games that have released exclusively for Nintendo over the last seven years are absolutely phenomenal to the point that in 2023 a Switch game is selling 10 million in 3 days, and every time a new console rumour drops 'Switch 2' immediately becomes one of the biggest trending media topics across all social platforms

There is no question that the next Switch will be a huge success purely because it's a new Switch
 
I have a question. Is there reason to believe that Nintendo's next console will be more proficient with rendering transparent things? In the Pikmin 4 thread I pointed out how the game lacked transparent objects, and it was mentioned that it's a weak spot of the Switch's SoC and consequently many of their Switch-era games lack this effect. Also that the Wii U was more capable in that area.
What is it that makes it easier to render this type of thing? Would it be something Nintendo might prioritise? It'd certainly do a lot to provide a visual cue that this is 'next-gen'.
rendering transparencies is just innately more difficult than rendering opaque geometry, it's not something unique to the switch

it's more apparent on the switch because of it's relatively tighter rendering budget
 
There's only one console of Nintendo's that couldn't be described as an overall success, at least if you don't include that red headset from the 90's, which was the Wii U; even then the Wii U was still profitable and established many of the Switch's biggest-selling titles today

One unique circumstance that exists today that hasn't really for a long time when it comes to Nintendo hardware is a genuine appetite for it, people are craving a better-looking Zelda running at 60fps, people want Pokémon smoothed out and playing without issue, people have been demanding Super Mario Odyssey 2 and a new Mario Kart for bloody yonks, so many of the games that have released exclusively for Nintendo over the last seven years are absolutely phenomenal to the point that in 2023 a Switch game is selling 10 million in 3 days, and every time a new console rumour drops 'Switch 2' immediately becomes one of the biggest trending media topics across all social platforms

There is no question that the next Switch will be a huge success purely because it's a new Switch
In what way was the Gamecube a success? It not only sold less than the N64 and less than the PS1 and PS2. It sold less than Microsoft's first console, Xbox. It did so badly against Xbox in America and Europe that Xbox sold more worldwide even though it sold next to no units in Japan.
 
More like step counting and environment stuff.
A pedometer is a step counter 😅

Sleep tracking like Pokémon Sleep needs an accelerometer, a mic, and ideally a speaker, things it might well have.

I definitely hope Nintendo expands on the idea of a Joy-Con as a standalone device that can do other stuff.
 
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I wonder what happened to game freak, sun and moon on the 3DS looked amazing and played amazing. Most of the 3DS Pokemon games did look and run great for the most part. Then the switch comes and it looks like they just ported a 3DS game that looks like it has been touched up to work on modern consoles. It was disappointing to me
The 3DS Pokémon games were infamous for being poorly optimized, with Pokémon models so highly detailed that the system struggled to render and animate them. New 3DS improved things a bit for Gen 7, but it still wasn't great.

Game Freak has had technical issues for basically their entire existence. The differences between 3DS and Switch just exacerbated them.
I have a question. Is there reason to believe that Nintendo's next console will be more proficient with rendering transparent things? In the Pikmin 4 thread I pointed out how the game lacked transparent objects, and it was mentioned that it's a weak spot of the Switch's SoC and consequently many of their Switch-era games lack this effect. Also that the Wii U was more capable in that area.
What is it that makes it easier to render this type of thing? Would it be something Nintendo might prioritise? It'd certainly do a lot to provide a visual cue that this is 'next-gen'.
There's transparent objects in Pikmin 4 (like all the helmets and several treasures), it's mostly just the crystal walls were changed to look more like the other stuff rock Pikmin could break.

That said, I believe the relatively low bandwidth of LPDDR4 is generally cited as the bottleneck for performance involving transparent objects. The memory in their next gen machine should be faster, but we don't know for sure by how much.
 
In what way was the Gamecube a success? It not only sold less than the N64 and less than the PS1 and PS2. It sold less than Microsoft's first console, Xbox. It did so badly against Xbox in America and Europe that Xbox sold more worldwide even though it sold next to no units in Japan.
One could argue that: despite selling worse than the competition, the GameCube still made a profit for Nintendo.
 
The 3DS Pokémon games were infamous for being poorly optimized, with Pokémon models so highly detailed that the system struggled to render and animate them. New 3DS improved things a bit for Gen 7, but it still wasn't great.

Game Freak has had technical issues for basically their entire existence. The differences between 3DS and Switch just exacerbated them.
For the sheer scale of the games I'd say they ran pretty well people exaggerated the performance (in my opinion) and it's been a while so I could be wrong but I only ever experienced lag in battles
 
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