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

Of IGN’s top 10 Xbox Series games, 7 of them are 1080p on a Series S.

The PS4 was also a 1080p console, the Pro a 4K console

These are meaningless words. Having an opinion about the “resolution” of an unannounced console is like getting up in arms about the horsepower of an engine without knowing if it’s a lawnmower or a jet engine.

Any leak that includes that kind of info is coming from a person who doesn’t know what they’re talking about. It doesn’t matter if they’ve got the console in their hands, it’s a blind man describing an elephant.
 
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Hope I didnt miss the UI talk! Here's a quick little mockup I whipped up for fun combining together some other ideas I saw floating around. It's tricky to keep the Switch UIs simplicity while also giving it a little spice, but I think if they just add themes and backgrounds in the successor, it's gonna go a loooong way
 
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Hope I didnt miss the UI talk! Here's a quick little mockup I whipped up for fun combining together some other ideas I saw floating around. It's tricky to keep the Switch UIs simplicity while also giving it a little spice, but I think if they just add themes and backgrounds in the successor, it's gonna go a loooong way
Eh, feel the Clean aesthetic of the current UI fits (Also scales better to current TVs despite being bilinear filtered). Add off-axis stuff like that and it'd become a UI-IQ Nightmare fast.
 
Probably only for Nintendo Switch games running at dynamic resolutions and/or dynamic frame rates.

It was technically possible on the Wii for GCN BC if running via Homebrew. The GCN App would play those GCN titles at the Wii's CPU speed at the full 729MHz instead of the original 486MHz like it was on the GCN.

So games like Star Wars Rogue Leader, and Rebel Strike for example would actually run at a near locked 60fps. Again, it requires homebrew to make it work, but technically speaking it's feasible on Nintendo's end.

Maybe games can run in docked mode settings since the system will be very capable then

This is something I brought up a few weeks ago on this thread, and would make an interesting case for a 1080p screen while still allowing BC. It would also simplify the BC process without actually patching or "improving" the game via updates. The Switch is in a unique situation for its docked profile to be used as the default profile for BC with the Switch 2.
 
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Well...Maximal Resolution may actually be limited by the ROP/Pixel Fill Rate rather than anything GPU related.

Assuming Thraktor's estimated clocks, and the sheer architectural advancement over GCN1.1/2 in the PS4/XBO, Switch 2 docked should be far closer to Series S/PS4 Pro GPU-wise...assuming ROPs/Memory/Pixel-Fill Rate don't become a problem.

Considering leaks are coming out indicating that Memory may actually not be a object with it maybe having more RAM than Series S even, and how GDDR6 and LPDDR5 can pretty much trade blows in an optimized setting due to the latters' far lower latency. ROPs/Pixel Fill Rate likely will be the bottleneck if anything at this point.
 
This is something I brought up a few weeks ago on this thread, and would make an interesting case for a 1080p screen while still allowing BC. It would also simplify the BC process without actually patching or "improving" the game via updates. The Switch is in a unique situation for its docked profile to be used as the default profile for BC with the Switch 2.
As others have pointed out, "docked mode" makes assumptions about touch screen, etc and shuts that off which would be complicating for BC, especially where touch screen use is value for "handheld mode" games.

It's possible, but a more likely scenario is offering a 720 mode where there is a black border and 1-1 pixel match and a 720 to 1080 at 2.25 scaling mode with the later being default. Which is what was done on the 3DS for DS games. Other than for text, I wager the average player wouldn't notice the scaling at all.
 
LTTP: I don’t know whether the Switch NG will introduce a new Game Card format. But if it does, I’m confident that the card will be backward compatible. The reason is simple: Nintendo will continue releasing cross-gen games for perhaps another 2-3 years. Unless they are going to make all cross-gen titles digital only (improbable), the Game Card of a cross-gen title will need to support both generations, therefore the new card format must be backward compatible when inserted into the older Switch models. Otherwise, Nintendo would need to release two SKUs for the same game; the partners and retailers certainly would balk at that, and some consumers probably would be confused by two packages of the same game too.

And if the new Game Card itself is backward compatible, the hardware costs of supporting the old card format on Switch NG should be fairly low too (same card slot, possibly with some extra pins). In more than one occasions, Furukawa has stressed the importance of migrating the Switch user base. It’d be an easy win to support the existing physical ownerships.
 
As others have pointed out, "docked mode" makes assumptions about touch screen, etc and shuts that off which would be complicating for BC, especially where touch screen use is value for "handheld mode" games.

It's possible, but a more likely scenario is offering a 720 mode where there is a black border and 1-1 pixel match and a 720 to 1080 at 2.25 scaling mode with the later being default. Which is what was done on the 3DS for DS games. Other than for text, I wager the average player wouldn't notice the scaling at all.

Are the touch-screen functions though tied to the individual profiles, or is it more to do with how the game is designed on the hardware itself? So if the game was designed for use with the touch screen, do the profiles actually matter in this case? Kind of a chicken and the egg type of deal. Are the touch-screen functions working because of the handheld profile, or does the handheld profiles ONLY allow touch-screen functions to work?
 
LTTP: I don’t know whether the Switch NG will introduce a new Game Card format. But if it does, I’m confident that the card will be backward compatible. The reason is simple: Nintendo will continue releasing cross-gen games for perhaps another 2-3 years. Unless they are going to make all cross-gen titles digital only (improbable), the Game Card of a cross-gen title will need to support both generations, therefore the new card format must be backward compatible when inserted into the older Switch models. Otherwise, Nintendo would need to release two SKUs for the same game; the partners and retailers certainly would balk at that, and some consumers probably would be confused by two packages of the same game too.

And if the new Game Card itself is backward compatible, the hardware costs of supporting the old card format on Switch NG should be fairly low too (same card slot, possibly with some extra pins). In more than one occasions, Furukawa has stressed the importance of migrating the Switch user base. It’d be an easy win to support the existing physical ownerships.
Taking a look at the current pinout, I wonder if Nintendo could create a new set of pins above the current pins for additional data lanes. They could place up to 5-11 more pins and along with a 3DS like tab prevent insertion in older models (if that matters).
 
Are the touch-screen functions though tied to the individual profiles, or is it more to do with how the game is designed on the hardware itself? So if the game was designed for use with the touch screen, do the profiles actually matter in this case? Kind of a chicken and the egg type of deal. Are the touch-screen functions working because of the handheld profile, or does the handheld profiles ONLY allow touch-screen functions to work?
The screen shuts itself off in docked mode which disables the touch screen so that's tied to hardware profile. I can't give a citation, but I think Ive read here that you can't poll the touchscreen at all during docked mode.

But as you point out, it's kind of a chicken and an egg. Maybe Nintendo does offer a docked mode in handheld on Switch 2 for OG games. It's possible with the known limitations, but my hunch would be the other way and the rational that Nintendo already does screen scaling in the scenarios as part of the justification.

It will be interesting to see how much Nintendo does with BC. I'm cautiously optimistic about boosted performance given the guidance for unlocked frame rates/dynamic resolutions Nintendo seems to have given partners.
 
As others have pointed out, "docked mode" makes assumptions about touch screen, etc and shuts that off which would be complicating for BC, especially where touch screen use is value for "handheld mode" games.
Few enough games actually make use of the touch screen I feel they could get away with a whitelist for which games should still default to launching in the old undocked mode.
 
The screen shuts itself off in docked mode which disables the touch screen so that's tied to hardware profile. I can't give a citation, but I think Ive read here that you can't poll the touchscreen at all during docked mode.

But as you point out, it's kind of a chicken and an egg. Maybe Nintendo does offer a docked mode in handheld on Switch 2 for OG games. It's possible with the known limitations, but my hunch would be the other way and the rational that Nintendo already does screen scaling in the scenarios as part of the justification.

It will be interesting to see how much Nintendo does with BC. I'm cautiously optimistic about boosted performance given the guidance for unlocked frame rates/dynamic resolutions Nintendo seems to have given partners.

It is a good question for sure.

I couldn't see why in theory the touch screen could work in docked mode is the screen itself would actually turn on, but then again, like you said, could be built into the profiles itself.

Few enough games actually make use of the touch screen I feel they could get away with a whitelist for which games should still default to launching in the old undocked mode.

This is also possible. Switch 1 games default to the "docked" profiles, while those that are touch-screen specific are limited, and/or reverted back to the handheld profiles.

It sure as hell wouldn't be the first time Nintendo has barred some games to work via BC in successor systems.
 
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So, what do you think?
I appreciate the effort, but I cannot lie about how much I despise everything about it.

(Though on a serious note there are some ideas explored I really love, like using the app for a second screen, the grip being able to adapt to tate mode, wireless docking, and while I dislike the name, the NINF CARD seems like a nifty idea to get around the possibility of storage limitations.

I will stand firm that more than one SKU of the main unit is a no go for launch.)
 
No worries at all! Yeah so it's looking at a high resolution photo of the die and then identifying the various logic blocks on it like CPU cores, cache, accelerators, etc.

Here's an example, this is the IO die for Zen 4:

This is really intriguing. Thanks for the explanation.
 
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So, what do you think?

  • I actually like how you can orientate the joy-cons however you wish for your comfort level. The analog sticks on top for the Wii U, and by extension the Wii U Pro controller is still the single best layout for a gamepad. Though given how this is rendered, I don't think with the buttons and sticks literally centered is going to be the most comfortable.
  • I feel "NINF" is a euphemism for something not safe for work if I'm honest, so not on board with that. Something like, "[insert blank] I Never ****ed."
  • Like the addition for analog triggers
  • 8" of 1080p good, and same with the 4k DLSS thing
  • I'm more meh towards dual screen gaming, and personally feel we should go beyond it
  • The use of NINF-cards is weird to me because normally ROM carts have no ability to write data onto the chip once it's manufactured (I believe the game data is literally wrote onto the chip as it's manufactured if I'm not mistaken)
  • Overall, great effort though.

Also, can't wait for some folks outside of out little island here to scoop this up, and portray it as factual as per usual.
 
LTTP: I don’t know whether the Switch NG will introduce a new Game Card format. But if it does, I’m confident that the card will be backward compatible.
Your rationale holds up, I'm just not sure how they do it. Presumably replacing the NAND used inside the existing Game Cards doesn't require waiting for the new console. So if they're waiting for the new console, that implies a change to the existing physical bus, for speed. Usually the solution there is a second set of data pins, but the Game Card already has second row.
 
Your rationale holds up, I'm just not sure how they do it. Presumably replacing the NAND used inside the existing Game Cards doesn't require waiting for the new console. So if they're waiting for the new console, that implies a change to the existing physical bus, for speed. Usually the solution there is a second set of data pins, but the Game Card already has second row.
Couldn't there just be a faster way to load data and the card just supports several speeds? Maybe dedicated hardware that allows this to some extent?
 
Well...Maximal Resolution may actually be limited by the ROP/Pixel Fill Rate rather than anything GPU related.

Assuming Thraktor's estimated clocks, and the sheer architectural advancement over GCN1.1/2 in the PS4/XBO, Switch 2 docked should be far closer to Series S/PS4 Pro GPU-wise...assuming ROPs/Memory/Pixel-Fill Rate don't become a problem.

Considering leaks are coming out indicating that Memory may actually not be a object with it maybe having more RAM than Series S even, and how GDDR6 and LPDDR5 can pretty much trade blows in an optimized setting due to the latters' far lower latency. ROPs/Pixel Fill Rate likely will be the bottleneck if anything at this point.
And it is not the bottleneck for DLSS for Drake 🤭
 
Well...Maximal Resolution may actually be limited by the ROP/Pixel Fill Rate rather than anything GPU related.

Assuming Thraktor's estimated clocks, and the sheer architectural advancement over GCN1.1/2 in the PS4/XBO, Switch 2 docked should be far closer to Series S/PS4 Pro GPU-wise...assuming ROPs/Memory/Pixel-Fill Rate don't become a problem.

Considering leaks are coming out indicating that Memory may actually not be a object with it maybe having more RAM than Series S even, and how GDDR6 and LPDDR5 can pretty much trade blows in an optimized setting due to the latters' far lower latency. ROPs/Pixel Fill Rate likely will be the bottleneck if anything at this point.
Hmm, was there any recent leak about memory?

Edit: More ram than Series S would be excected, considering the price of mobile ram.
 
I was mostly talking from what I've heard. Xenoblade X is a fucking huge game that only just ran on the Wii U, and even then it needed patches and dlc to be able to run properly for the most part. For the sake of argument though, let's presume that Monolith Soft does was it to be a cross-gen game that has enhancements on the Switch 2 but can feasibly run on the Switch 1. The dates you listed sound about right.

It's worth pointing out that, thanks to Future Redeemed's radio, we know that Monolith Soft are happy to work on their previous titles in the Xeno metaseries (including the elusive Xenoblade X port). Xenogears is kind of a crapshoot that relies on Square Enix waking up on a certain side of the bed (maybe if Monolith Soft is given the IP to work on we can expect a remake at some point, idk), but we can assume that Xenosaga is very likely. Hell, the trademark for those games were in the information for Future Redeemed and the ports of the Baiten Kaitos games are a month away. If they're ports, I predict mid-2024. If they're remasters, we can expect them 2025... maybe 2026. Regardless we're getting them long before a potential "Xenoblade 4" (I don't expect a XC4 until 2027 at the very very very earliest).
everyone forgeting that Monolith Soft action RPG/Xenoblade Chronicles 4, could be a Switch sucessor launch title.
 
NINF cards are scalpers biggest dream. Also, Nintendo would never let consumers "make game cards", as it could open the door for HIGHER second-hand market sales, where Nintendo sees no profit from, as soon as a game releases.
About for NINF CARDS, it would be the opposite of what you thought. Today Nintendo does not earn anything with SD CARDS, but anyone who wants to expand the memory of the NINF will have to buy NINF CARDS from Nintendo, whether empty cards or cards that already come with a game.
 
everyone forgeting that Monolith Soft action RPG/Xenoblade Chronicles 4, could be a Switch sucessor launch title.
The distance between Xenoblade Chronicles 2 and 3 was 5 years and you're stating that a sequel running on 8th gen hardware is going to be a launch title. Ngl, I'm going to have to pull a "Get Real" on this one chief.

Monolith Soft almost certainly has something within the launch year of the Switch 2 (presuming that the Switch 2 is H2 2024 release), but I have heavy doubts it's going to be a Xenoblade 4. Is XC4 in pre-production/Alpha stages? Almost certainly, but saying it'll be a launch title is a lol and a half.
 
The distance between Xenoblade Chronicles 2 and 3 was 5 years and you're stating that a sequel running on 8th gen hardware is going to be a launch title. Ngl, I'm going to have to pull a "Get Real" on this one chief.

Monolith Soft almost certainly has something within the launch year of the Switch 2 (presuming that the Switch 2 is H2 2024 release), but I have heavy doubts it's going to be a Xenoblade 4. Is XC4 in pre-production/Alpha stages? Almost certainly, but saying it'll be a launch title is a lol and a half.
i stating the new Monolith Soft games that trought to be a action RPG, they are working since 2017, is Xenoblade Chronicles 4, so that mysterious action RPG they are working is actually Xenoblade Chronicles 4.
 
Question: Do we even know for sure Monolith Soft are actually working on yet another Xenoblade, or is it what some folks are just speculating? Wasn't the talk a few years ago of them developing a new title that is different from Xenoblade?

That said, we know now Monolith have multiple teams on different projects, so it's not out of the realm of possibility for one team to work on "New Action RPG Game," and Xenoblade 4 at the same time. And who knows...maybe another team is working on bringing Xenoblade Chronicles X to the Switch as well?
 
i stating the new Monolith Soft games that trought to be a action RPG, they are working since 2017, is Xenoblade Chronicles 4, so that mysterious action RPG they are working is actually Xenoblade Chronicles 4.
I hope not. It'd be more exciting (imo) for Monolith Soft to release a brand new IP while they keep cooking XB4 in the background.
 
Question: Do we even know for sure Monolith Soft are actually working on yet another Xenoblade, or is it what some folks are just speculating? Wasn't the talk a few years ago of them developing a new title that is different from Xenoblade?

That said, we know now Monolith have multiple teams on different projects, so it's not out of the realm of possibility for one team to work on "New Action RPG Game," and Xenoblade 4 at the same time. And who knows...maybe another team is working on bringing Xenoblade Chronicles X to the Switch as well?
So, I've been told various things from various people and the running trend is basically "Xenoblade 4 will 100% be a thing at some point but is not their current focus". One rumour I was told was very blunt about what they're doing but I'm not allowed to share it. It's reliable though so that's something.

Ignoring that rumour I heard, I see two possible outcomes. One is the very obvious Xenoblade X port while the other is a new IP. Personally I kinda want it to be a new IP, if only because I don't think Monolith Soft should be forced to do only one property regardless of how much they want to do it. Let some of the younger folk make their dreams. Xenoblade 4 will happen, but give them time to cook and make something great...

Also port Xenosaga for gods sake.
 
About for NINF CARDS, it would be the opposite of what you thought. Today Nintendo does not earn anything with SD CARDS, but anyone who wants to expand the memory of the NINF will have to buy NINF CARDS from Nintendo, whether empty cards or cards that already come with a game.
How does it work if NINF card are both game and expansion. If I want everything in one place, I need to transfer my game to internal, eject and insert in my storage NINF, and then transfer from internal to expansion? What do I do with my low storage card now that the game isn't on them?

Also, what arcane force is attaching the controller to the body?
 
Question: Do we even know for sure Monolith Soft are actually working on yet another Xenoblade, or is it what some folks are just speculating? Wasn't the talk a few years ago of them developing a new title that is different from Xenoblade?

That said, we know now Monolith have multiple teams on different projects, so it's not out of the realm of possibility for one team to work on "New Action RPG Game," and Xenoblade 4 at the same time. And who knows...maybe another team is working on bringing Xenoblade Chronicles X to the Switch as well?
a new Xenoblade Chronicles is always a high priority over a new IP for them
 
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So, what do you think?
You lost me at NINF cards and an out of box digital only experience which is awfully presumptuous of today's infrastructure or at least its spots that are out of the loop compared to metropolitan areas. Long and short of it is it's too early to phase out retail sales of software. Also "won't run out of space" is a pipe-dream. Games are getting bigger by the year, and even compression magic has its limits.

It's not like Nintendo can just up an invent a quicker storage solution than what's generally supported on the available hardware (though I've yet to see a tablet that supports the newest version of CompactFlash, if they were to repurpose the technology in some capacity), They've mostly been using off-the-shelf parts from other companies like NEC/Renesas or Licoh the whole time, give or take some consultation from their hardware department. Granted the concept rings a lot like Famicom's Disk Writer and the Nintendo Power cartridge printing service more than say a proprietary solution in contrast to SD cards for the sake of raking more dough, at least to my understanding. At least there were good intentions in mind with things like access speeds for games. There's spectacle, sure but that part, I'm not a fan of.
 
might be my lack of knowledge on game development in general, but couldn’t they just patch the game with the missing stuff? surely they know exactly what the compromises were to get it to run on switch, and i know as a developer (the none video game kind, and relatively new to the field, so again forgive my ignorance) it’s not as simple as turning a switch on and off. but you have the code etc. isn’t this what writing good commits are for? the history is there, you just need to take the time and put the effort in to go through it. here’s your doom 2016, here’s your switch build of doom 2016. here’s the code and architecture for original doom 2016, and the same for the switch build. compare and contrast and then compile.

The Switch ports of PS4 games required significant work to make the transition. This is not a scenario like PC low settings vs high settings. It would make more sense for the developers to port the PS4 build of the game to SNG rather than go back into the Switch versions code and try to implement improvements. That is why I suspect publishers will choose to offer "Definitive" versions of these games for SNG and sell them as new titles again. You will still have access to the Switch builds of these games through the backwards compatibility layer, but they will more or less look and run as they were on Switch.

Not sure if that's still the case in current DLSS2 versions but i recall from a DigitalFoundry video covering the possibility of DLSS on the next gen Switch it was mentioned that the frametime cost of DLSS scales with output resolution, not the input resolution. So upscaling from 1080p to 4K will have the exact same DLSS frametime cost as 1440p to 4K would have.

The main difference between the presets is that the higher quality ones have more information to work with thanks to the higher input resolution, so the image quality improves, but i genuinely can't tell a difference between the presets on my 1440p monitor.

The only reason you gain more fps in DLSS performance mode is because you are initially rendering only 0.5x of your output resolution rather than 0.67x in the quality mode, netting you a boost over quality mode. If your output resolution is set to 1440p instead of 4K, only then the DLSS costs will go down.

Let's say your game takes 20ms to render one 1080p frame and 25ms to render one 1440p frame in non-busy scenes, DLSS takes 8ms to upscale to 4K no matter what. Settling on DLSS quality mode in this case will make your frametime jump up to 33ms so you're already hitting the 30fps frametime ceiling here, but if you go for DLSS performance mode you'll be only at 28ms and have ~5ms remaining for the worst case scenarios, something that Nintendo always accounts for in their 1st party games, all while still retaining very similar image quality, atleast to my eyes.

Ah, I think you are correct. I guess the difference would be the quality setting. If 4K output is the target and the internal rendering resolution is 1440p, then DLSS would be providing Quality mode, but if the internal rendering resolution is 720p we would be getting Ultra Performance mode.
 
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It was already posted above.

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I dunno why people are posting about this obvious fake in hide tags.

This is very bad in general (aesthetically, for sure, but especially in terms of it being an obvious hodgepodge of wishlist items expressed in the most inept way), but my favorite details are the search box, and the way they got what should have been "Staff Roll (Super Mario 64)" backwards.

Edit: Backup non-direct link
 
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It was already posted above.

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I dunno why people are posting about this obvious fake in hide tags.

This is very bad in general (aesthetically, for sure, but especially in terms of it being an obvious hodgepodge of wishlist items expressed in the most inept way), but my favorite details are the search box, and the way they got what should have been "Staff Roll (Super Mario 64)" backwards.
Tbh the reason why I don't believe the image is that it implies that the Switch 2 has themes. Nintendo has given me nothing to hope for.
 
Being on Unreal doesn't mean the art style has to look a specific way.

Zelda on UE5 could easily just be an improved BoTW type game.


I mean that are in the end just shaders. Though the thing is while many devs have experience with Unreal, the engine is overall less accessible when you want to create certain type of games. Especially for experimenting around with new game mechanics it isn't really helpful when you need to master C++ first.
I mean of course this isn't problem for big devs and especially not for Nintendo. Though still it is an obstacle to some degree. With a custom engine you have way more control. I'm sure Nintendo EPD is experienced enough to create any game they wanted without using any third party engine at all. Them not restricting themselves to one engine is a good thing. In the end the programmers should decide for which engine they want to use. Be it Unreal for Pikmin, their custom ones for other big projects or Unity for Mobile games.
 
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How does it work if NINF card are both game and expansion. If I want everything in one place, I need to transfer my game to internal, eject and insert in my storage NINF, and then transfer from internal to expansion? What do I do with my low storage card now that the game isn't on them?

Also, what arcane force is attaching the controller to the body?
I imagine the NINF-cards as a high speed flash memory that you will play the games directly on it. If there ir more space in the NINF-card, you can dowload more games on it. When you buy a game physical game, like Metroid, the game comes already downloaded on Ninf-card. It's just install and play.

About the attaching, there are 2 holes on each side of the JOY-NINF and two pins on main body. The infinity like simbol in the sides of the controller, where the holes are, will enter inside the Nintendo Infinity too. These 2 methods together. plus magnetic, will fix the controller on the machine. To remove it there is a slide button on the back of NINF body.
 
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It was already posted above.

cw0itkqqv1ib1.jpg


I dunno why people are posting about this obvious fake in hide tags.

This is very bad in general (aesthetically, for sure, but especially in terms of it being an obvious hodgepodge of wishlist items expressed in the most inept way), but my favorite details are the search box, and the way they got what should have been "Staff Roll (Super Mario 64)" backwards.
That ugly drop shadow for the game title, the too thick border around the games, having gradients everywhere, the search bar, the uneven size of the icons, the arbitrarily spacing everywhere don't really help either.
 
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Question: Do we even know for sure Monolith Soft are actually working on yet another Xenoblade, or is it what some folks are just speculating? Wasn't the talk a few years ago of them developing a new title that is different from Xenoblade?

That said, we know now Monolith have multiple teams on different projects, so it's not out of the realm of possibility for one team to work on "New Action RPG Game," and Xenoblade 4 at the same time. And who knows...maybe another team is working on bringing Xenoblade Chronicles X to the Switch as well?
Functionally we know that Team 1 and Team 2 were wholly focused on Xeno3/FC, and TotK respectively. And we know from Takahashi, Nintendo hadn't been approving their pitches outside of Xenoblade.

If the action game does exist, which was seemingly attached to Team 2, then I would guess that it's something that was shelved for a while, or held in pre-production, until they completed their work on Zelda, and/or was something devs shifted over to slowly during TotK's development. COVID would have been a big monkey wrench for Xeno3 and Zelda both.

Team 1 is definitely on Xeno-Next, presumably with Koh Kojima having already been in planning while FC was being worked on. Team 2 theoretically has a window to work on something as the next Zelda will take a while to get out of the pre-production phase. So maybe you get that action game in the next couple years, before they are pulled into Zelda dev again? The fact that they've continued to keep that separate hiring page up probably indicates something, so maybe it's still happening. I'm just doubtful it would be ready for Switch 2 launch window.
 
About for NINF CARDS, it would be the opposite of what you thought. Today Nintendo does not earn anything with SD CARDS, but anyone who wants to expand the memory of the NINF will have to buy NINF CARDS from Nintendo, whether empty cards or cards that already come with a game.
I see this and hear "Exclusive memory cards, like everyone hated on Sony's portables." I think it would be a real step back considering Nintendo has been pretty supportive of SD/microSD for nearly twenty years now.
 
I still want capacitive pressure sensitive shoulder buttons. (Rather than analogue triggers or scroll wheels.)
 
I see this and hear "Exclusive memory cards, like everyone hated on Sony's portables." I think it would be a real step back considering Nintendo has been pretty supportive of SD/microSD for nearly twenty years now.
If they are only exclusive SD Cards then I agree. But they are a mix of SD with game cards. Something never done before on consoles that I know.
 
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LTTP: I don’t know whether the Switch NG will introduce a new Game Card format. But if it does, I’m confident that the card will be backward compatible. The reason is simple: Nintendo will continue releasing cross-gen games for perhaps another 2-3 years. Unless they are going to make all cross-gen titles digital only (improbable), the Game Card of a cross-gen title will need to support both generations, therefore the new card format must be backward compatible when inserted into the older Switch models. Otherwise, Nintendo would need to release two SKUs for the same game; the partners and retailers certainly would balk at that, and some consumers probably would be confused by two packages of the same game too.

And if the new Game Card itself is backward compatible, the hardware costs of supporting the old card format on Switch NG should be fairly low too (same card slot, possibly with some extra pins). In more than one occasions, Furukawa has stressed the importance of migrating the Switch user base. It’d be an easy win to support the existing physical ownerships.
Your rationale holds up, I'm just not sure how they do it. Presumably replacing the NAND used inside the existing Game Cards doesn't require waiting for the new console. So if they're waiting for the new console, that implies a change to the existing physical bus, for speed. Usually the solution there is a second set of data pins, but the Game Card already has second row.
I was thinking Macronix and Nintendo could do something similar to SD Express 8.0 (Figure 4, p. 6), where there's an additional row (row 3) for PCIe Gen 4.
 
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