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

I'm always going to push back against this idea.

When you chop down a tree, walk twenty metres in one direction and then come back to find the log has disappeared, that's the Switch holding the game back.
When you build a vehicle that reaches 90 miles an hour and the game ejects Link from it, that's the Switch holding the game back.
When you engage in the near infinite possibilities of physics in shrines, but then enter a cave and do binary, scripted puzzles regarding the water level that are limited and do not feel "real" within the world? Switch. Holding the game back.
All the light puzzles involving straight, unbreakable, infinitely extending shafts of light? Well, you know...

Let me further ask this: Do you think, if they had the power, these devs wouldn't consider destructible terrain or collapsible structures, given the interaction possibilities with the mechanics they've already created? That they wouldn't want to write the physics large on the landscape, to allow you to destroy dams in the sky to create rivers and lakes in the ground a kilometre below? That they wouldn't create a weather system in which oncoming storms can be seen from a distance?
All of these things would impact gameplay. The limit placed on open world Zelda is absolutely technical.


And that is focusing just on a very narrow definition of gameplay. The Zelda team care about how things look, about the atmosphere the game has.
Imagine you go to the Depths and you throw a light seed and walk away to explore. And those little beetle things come out to eat the seed, and as they get closer to it, you see their skittery shadows projected across the entire landscape. That's not nothing. The interplay between light and shadow seems to be a major idea behind a major component of the game.
And frankly, I think the game not diving to like 15fps at times when you use Ultrahand would count as a gameplay improvement in itself. It feels bad. And this is coming from a Switch-only player who rarely cares about these things. I don't even have a 4K tv.
These are things you see on current gen games. Also the tree example is not great since I've seen the game holding to chopped trees better than I thought lol.
 
For the guys more familiar with the inner workings of RT than I, how likely are we to expect better/more ray-tracing in Switch 2 Vs the other systems? Are the RT cores it does have sufficient for decent RT in most games? Or is it still something we’ll see rarely, like in the other systems?

I understand that the CUDA cores are still utilised in the RT process and so is the CPU, so might they be the limiting factors?
Hard to say with RT still being bolted on inefficiently to games and there aren't really any super low end Nvidia devices to test to get a feel for how RT does when power limited.

Nate said the Matrix looked better on Drake, but that demo was originally made on version 5.0 release. Epic made big strides in performance in subsequent releases. We even see that in Fortnite running well on devices that "shouldn't" be capable of RT
 
These are things you see on current gen games. Also the tree example is not great since ove seen the game holding to chopped trees better than.l I thought lol.
Loose objects despawn within sight unless attached to a dragon part or shooting star. The range is not far at all. You can try it yourself on flat, clear terrain. Just look backwards and walk away. I don't know the exact range but it is absolutely less than 50m. I've had to be careful when building to make sure I don't get too far from constituent parts.

Also whether current games can do what I suggested is irrelevant. The question is what Nintendo could do given the power.
But also, what games?
Microsoft Flight Simulator has the weather system and very impressive physics. That's about it. Most games "fake" the things I'm talking about it. Which is fine for their gameplay. It's not fine for open world Zelda, which is the world's most expensive immersive simulation.
Which in itself is just one example of how Nintendo does need technological advancement to push their gameplay. Their philosophy does not exclude it or consider it unimportant.
 
ToTK proves Switch hardware isn’t holding back gameplay or grand designs or huge worlds. What the new hardware will do, is fix what they can’t do with current Switches. Get optimal performance and modern graphical features and IQ.
Why aren't the likes of Elden Ring on Switch?

Much of the current Switch userbase really doesn’t care about spending $500 to play Nintendo games that sort of look and run better in their eyes. I know it’s hard to believe that in an enthusiasts forum, but it’s true! And you better believe Nintendo thinks this is true too.
"sort of"? Haha
I'd love to see some evidence of this wild take.
Going by this logic it's a miracle anyone ever bought a PS3, PS4, PS5, Xbox One, Series X etc.
 
For me, "new play experiences not possible on current hardware" is as simple as something like BotW needing at the Wii U at minimum, since I doubt the Wii could have delivered a BotW-like Zelda at an acceptable state. At best something like a mix between Xenoblade Chronicles and Twilight Princess, so no completely seamless open-world or physics interactions.

I think a Zelda built for Switch 2 would push this further. I'm imagining a seamless zero-loading screen Wind Waker-like with continent sized islands, underwater 'Depths' and some tool like a water Cryonis that actually lets you waterbend and Ultrahand further pushing the physics simulations. The Switch could run this with a lot of tricks, I suppose. But there's so much more room to work with on Switch 2.

The only controller enhancements I really want are continued use of gyro and HD rumble - I actually enjoy the latter quite a bit and used it was used in TotK - and possibly a lil touchpad? Just a small one. As a treat.
 
For me, "new play experiences not possible on current hardware" is as simple as something like BotW needing at the Wii U at minimum, since I doubt the Wii could have delivered a BotW-like Zelda at an acceptable state. At best something like a mix between Xenoblade Chronicles and Twilight Princess, so no completely seamless open-world or physics interactions.

I think a Zelda built for Switch 2 would push this further. I'm imagining a seamless zero-loading screen Wind Waker-like with continent sized islands, underwater 'Depths' and some tool like a water Cryonis that actually lets you waterbend and Ultrahand further pushing the physics simulations. The Switch could run this with a lot of tricks, I suppose. But there's so much more room to work with on Switch 2.

The only controller enhancements I really want are continued use of gyro and HD rumble - I actually enjoy the latter quite a bit and used it was used in TotK - and possibly a lil touchpad? Just a small one. As a treat.
Where do I order?
 
Hard to say with RT still being bolted on inefficiently to games and there aren't really any super low end Nvidia devices to test to get a feel for how RT does when power limited.

Nate said the Matrix looked better on Drake, but that demo was originally made on version 5.0 release. Epic made big strides in performance in subsequent releases. We even see that in Fortnite running well on devices that "shouldn't" be capable of RT
That's fair enough, I guess we'll just have to wait and see. Would love to see what Nintendo could pull off with RT GI if the system is capable enough.

Loose objects despawn within sight unless attached to a dragon part or shooting star. The range is not far at all. You can try it yourself on flat, clear terrain. Just look backwards and walk away. I don't know the exact range but it is absolutely less than 50m. I've had to be careful when building to make sure I don't get too far from constituent parts.

Also whether current games can do what I suggested is irrelevant. The question is what Nintendo could do given the power.
But also, what games?
Microsoft Flight Simulator has the weather system and very impressive physics. That's about it. Most games "fake" the things I'm talking about it. Which is fine for their gameplay. It's not fine for open world Zelda, which is the world's most expensive immersive simulation.
Which in itself is just one example of how Nintendo does need technological advancement to push their gameplay. Their philosophy does not exclude it.
While I have my own reservations about the direction of open-world Zelda (not going to open this can of worms lmao). I doubt the issue of things despawning is as much a situation where Nintendo is limited by the console as much as they've decided that it would make sense as a gameplay decision. You've pointed out that things attached to dragon tears and star fragmentd stay spawned in, so it would follow that they could easily allow this for all objects in the game, it might be a memory killer if you decide to deforest the entirety of hyrule but let's just ignore that for a moment.

Imo, Nintendo decided that the benefits to gameplay for allowing altered objects to stay spawned in didnt outweigh the hardware cost and would likely just result in unnecessary clutter. I don't think things despawning even 20m away is really much of an issue, as a longtime fan of the series I'd much rather they use any new power to further some design goals that bring the series back towards some of the tighter gameplay of the older games.
 
I'm reading a lot about Digital Foundry being optimistic, but I don't know, I interpreted their words quite the opposite!
(well Rich's words at least, not John's).

Rich would hardly entertain the idea that the reports are accurate. First saying that the demo might be downgraded to a similar degree that Witcher 3 on Switch was, which in my opinion is not consistent with the reports, unless developers were only shown the Matrix demo running on a small screen to simulate portable mode AND were shown it from far away, in which case devs could have mistaken the graphics for looking better than they were (as I think Rich suggests was the case).

Then he goes on to say the PS3 was half as powerful as the target Sony showed off?? Am I remembering his words correctly? That's not good if also true for Switch 2! I have no clue the event he's referencing about the PS3, was that for devs or consumers? Could he be right, and something similar could happen for NG?
From everything I've read over pages and pages of this thread, it seems to me that most believe it's too late for such a large spec change, in which case, why did Rich say that? Is he making a big mistake or what?

I don't know but either Rich is right, and the situation could be way worse than expected, or Rich loses a bit of credibility after those comments, at least in my eyes.
I don't think Witcher 3 on Switch was playable in docked mode, the blur was just toooo much. And if he's right that history could repeat and Nintendo is overestimating themselves like Sony did, then that's just as bad. So is he right that these are possible?

Edit: I fully expect that the Matrix demo was downgraded compared to the PS5 version, but "comparable" doesn't mean identical, and Rich seems to be combatting the concept that they were even comparable. At least that's how I interpreted his words, especially when he brings up the PS3 thing as well.

I don't think Rich was "hardly entertaining that the reports are accurate", just that he probably saw some of the over-enthusiastic reaction to the reports and wants to temper expectations. Some people seem to have read that the Matrix demo was "comparable" to Sony and MS's and taken it to mean that it's "indistinguishable" from those devices, but there's a lot of scope to scale things down while still being "comparable", and I think the comparisons to Doom and Witcher 3 are a fair analogy. I don't expect the same kind of difference we had there, but I would definitely expect noticeable cutbacks in the Matrix demo if you were to view it side by side with PS5 or XBSX, in terms of reduced asset quality, significantly reduced render resolution, etc. (although the latter can be made up for at least in part with DLSS).

Like others in this thread have said, Read speed is limited by the "reader", not the cart. So in theory you could improve read speed by having a better reader.

I think the point was that the read speed could be limited by the interface, not necessarily the reader. The Switch card reader is only built for transfer speeds of up to 50MB/s, but the interface on the cards themselves is also only built for transfer speeds of up to 50MB/s. Even if the storage on the cards could theoretically be capable of higher speeds (which we have no way of knowing), the output is still going to max out at the same speed regardless of whether it's plugged into a current Switch or the next gen hardware.
 
What do people ITT think about concerns about a possible lack of backwards compatibility for the upcoming hardware? Is it likely the new system will lack the feature?
BC seems extremely likely, the CPU is directly compatible and for the GPU a relatively straightforward translation layer shouldn't be too much trouble.

The real question imo is if enhanced BC would be possible, like would you be able to to force docked graphical settings in handheld mode (without touching the input settings for touchscreen games).
 
You've pointed out that things attached to dragon tears and star fragmentd stay spawned in, so it would follow that they could easily allow this for all objects in the game,

No, this doesn't follow, because of the additional limit of 20 attachments. Which is another hard gameplay limit that I didn't even mention. So, effectively, there can be a maximum of 10 objects that aren't single dragon parts that don't despawn at extremely close range. You can't fell a forest and just have the logs sit there.

You could argue, "well, Nintendo doesn't want that", except Nintendo have programmed it so that it remembers that a tree has been chopped until the next blood moon. You can fell the forest. It will stay felled for a decent amount of time. It's just that, any product of that chopping, the log, the fruits, the useful consequence of the chopping, disappear at close range. There is the intention to remember the player's interactions, but an inability to follow through fully. All they can do is set flags: Chopped, not chopped.

Nintendo can't make the world more persistent with the Switch's hardware. And we know that making a more persistent Hyrule is something they've wanted to do for a very long time because when talking about Ocarina of Time's 64DD expansion, Miyamoto was focusing on ideas like, "if you drop a weapon, and then go exploring for like fifty hours and then come back, the weapon is still there. If you chop a sign, it stays chopped."
Even the free-form physical interactions in open-world Zelda are merely the manifestation of ambitions that are decades-old. Refer to Miyamoto's delight that a chopped sign can fall in the water and float there in Ocarina of Time.
Aonuma, in at least one interview and one statement that I can recall, has acknowledged that fans want to be able to change the world of these games, but has so far only been able to deliver that in limited, scripted form.

The Hudson construction signs, for example, are a small example of this. Does it improve gameplay that the signs are fixed at the angle you left them in? No, of course not, but it adds to the tactility of the world. Which is clearly a focus for the Zelda team at this moment in time. But Tears of the Kingdom is a game that is so obviously held back by its hardware that it just continually blows my mind that people keep bringing it up as an example of the opposite.

And this is just persistence. Another consequence of the "we can't store anything in our RAM" is that you also can't really do things at a distance. Throwing a bomb in a cluster of trees in Breath of the Wild fells the trees. Firing a canon from 200 metres away into a cluster of the trees does nothing.

You talk about the old Zeldas, but Link to the Past and Ocarina of Time both featured the draining and filling of large bodies of water. This is something that isn't currently possible under the "we're doing shit for real this time" paradigm of open-world Zelda. Probably not even on a PS5. But it's a clear goal to work towards. Fluid mechanics that you can manipulate in real time will be a mind-blowing gamechanger whenever we eventually see it, people aren't ready for it. But also, from this, you can also infer that traditional Zelda wasn't constrained by the same limitations. Once you made the world seamless, all you could do is make it prettier. But that is the difference between open-world Zelda and, say, God of War. And I say the former has much greater room for growth, and stands much more to gain from technological advancement, and to suggest that Tears of the Kingdom, of all games, wasn't severely limited by hardware is just absurd.
 
I'm still leaning March being either more of a reveal/unveiling than a release windows right now but seems like all bets are off.

I guess a potential timeline could be the following : late December teaser/trailer similar to how the Switch was revealed (oct 20th 2016) followed by a March conference/showcase where Nintendo gives a lot more details regarding the hardware and the software lineup (January 13th 2017).

Following this Nintendo would start distributing even more devkits to developers who weren't parts to behind the scenes meetings and then in May/June the console launches (March 3rd 2017) so Nintendo can somewhat build up more stocks after the initial wave of purchases.

Otherwise maybe it'll be trailer/teaser in march followed by a conference in may/june and then release in September ? (slightly less condensed).

I agree. Just quoting myself here from some pages back.
Thinking about it March 2024 is likely the reveal date.

Nintendo wouldn't talk about launch plans to publishers being shown the console the first time, it makes more sense to say, here's our new Switch, we are planning to reveal it March 2024, do you want to bring some of your games over, and chances for co-marketing at the reveal and at launch window.
 
The funny thing about BC is ... the last 5 days we got reports that show that nVidia seemingly went in hard for ReDraketed.

And if anyone is able to figure out some translation layer for Switch 1 BC, it's those engineers. Especially with Nintendos help.

We all gotta chill on BC.
 
I would definitely expect noticeable cutbacks in the Matrix demo if you were to view it side by side with PS5 or XBSX, in terms of reduced asset quality, significantly reduced render resolution, etc. (although the latter can be made up for at least in part with DLSS).
Just a question, as a non technical person.

From my understanding Nanite un UE5 is a system that procedurally changes the LOD of game assets depending on given parameters (like view distance). At the time I saw the first UE5 demo I thought, maybe the same system could be used to dynamically change to quality of assets to meet performance requirements for a given system, more or less the same way as dymamic resolution adapts resolution to meet a performance targets. That hypotetical use case could make "down-porting" games easier and more cost effective for developers.
Do you think it is reasonable to expect somethig along these lines, or am I just deluding myself?
 
The funny thing about BC is ... the last 5 days we got reports that show that nVidia seemingly went in hard for ReDraketed.

And if anyone is able to figure out some tranlation layer for Switch 1 BC, it's those engineers. Especially with Nintendos help.

We all gotta chill on BC.
Tegra X1 already has a virtualization layer for Nvidia GPUs, as part of the development suite (SDK) for the original Nintendo Switch. So, they already have it, and it works on older architectures than T239. Which means they already have the software, just have to optimise it for T239. A big task, but not as big as building it from the ground up.
 
Just a question, as a non technical person.

From my understanding Nanite un UE5 is a system that procedurally changes the LOD of game assets depending on given parameters (like view distance). At the time I saw the first UE5 demo I thought, maybe the same system could be used to dynamically change to quality of assets to meet performance requirements for a given system, more or less the same way as dymamic resolution adapts resolution to meet a performance targets. That hypotetical use case could make "down-porting" games easier and more cost effective for developers.
Do you think it is reasonable to expect somethig along these lines, or am I just deluding myself?
Nanite scales with resolution anyway. So if you lower resolution for performance, nanite also lightens

If you wanted you could have nanite not be as granular (say a triangle per 4 pixels), but you're also better off making a lower fidelity mesh in the first place
 
It would probably sit between a PS5 and a PS6, with downports from the latter.
My sentiments exactly. Graphics-wise, it will try to reach current gen Xbox/PlayStation for the sake of broader Third Party support.

often makes me wonder if Sony/MS won't just say fuck it and try to switch (heh) to some kind of hybrid approach eventually (whether it'd be one product like Nintendo or two with a unified library like PC gamers with a Deck) when moving to a new gen.
I think they’ll both leave Nintendo alone in the Handheld Market. I think Microsoft would first expand Microsoft games to Nintendo before seriously consider to produce a portable Xbox. Xbox seems more focused on service as part of their ecosystem, while Sony, since they have the majority of third parties behind their console, will just bet on the diversity of the video games on PlayStation, plus accessories for their ecosystem.

The cool thing about the Switch 3 is that it probably wouldn't really need to increase resolutions much if at all. 1080p DLSS Quality Mode is still all you'd need in handheld, and docked mode could absolutely stick with variations on 4K DLSS. So all the extra power could go to visuals.
I’m on the boat that thinks that, when Nintendo reached a peak graphics resolution, they’ll divert resources to something else in the machine. Like other features
 
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Just a question, as a non technical person.

From my understanding Nanite un UE5 is a system that procedurally changes the LOD of game assets depending on given parameters (like view distance). At the time I saw the first UE5 demo I thought, maybe the same system could be used to dynamically change to quality of assets to meet performance requirements for a given system, more or less the same way as dymamic resolution adapts resolution to meet a performance targets. That hypotetical use case could make "down-porting" games easier and more cost effective for developers.
Do you think it is reasonable to expect somethig along these lines, or am I just deluding myself?

Yes, that's a reasonable expectation, and it's part of the reason for Nanite existing. Rather than having to manually produce different versions of models for each level of detail on each platform, you can just provide the high-quality version of the model and let Nanite dynamically create lower-fidelity versions as needed. Developers would still need to configure Nanite for each platform, dealing down the quality on Switch 2 vs PS5, for example, but in theory it should make it easier for developers to scale across different platforms, provided they all support Nanite.
 
The funny thing about BC is ... the last 5 days we got reports that show that nVidia seemingly went in hard for ReDraketed.

And if anyone is able to figure out some translation layer for Switch 1 BC, it's those engineers. Especially with Nintendos help.

We all gotta chill on BC.
I’m 95% confident BC will be there, but I’ll continue to have that tiny little drip of anxiety until I hear it from the horse’s mouth.
 
Don't be ridiculous.

Nothing is better than ice cream.

Funny story about my wife and I regarding ice cream. One of our nieces was maybe 2 at the time, and naturally was trying to formulate words, but as you know doesn't always translate into adult English. She could not pronounce "Ice Cream" as ice cream, and instead called it, "Geep geep!" (Not a J-sound, so how you would pronounce "go") Ever since then, we always refer to ice cream as "Geep Geep"

The Nintendo Switch Geep Geep: A Goat in Sheep's clothing that'll remind you of Ice Cream


(For those of you, Geep is actually a hybrid term for a Sheep-Goat believe it or not. Just looked it up myself. There's your word lesson for the day!) :D
 
I’m 95% confident BC will be there, but I’ll continue to have that tiny little drip of anxiety until I hear it from the horse’s mouth.

Well, i'd say this is a sensible way of thinking.

Because you know damn well, on this internet, Nintendo could have Furukawa appear live in a worldwide TV broadcast to announce ReDraketed will have BC, and still end up with some online folks who believe they won't have after all.
 
For me, "new play experiences not possible on current hardware" is as simple as something like BotW needing at the Wii U at minimum, since I doubt the Wii could have delivered a BotW-like Zelda at an acceptable state. At best something like a mix between Xenoblade Chronicles and Twilight Princess, so no completely seamless open-world or physics interactions.

I think a Zelda built for Switch 2 would push this further. I'm imagining a seamless zero-loading screen Wind Waker-like with continent sized islands, underwater 'Depths' and some tool like a water Cryonis that actually lets you waterbend and Ultrahand further pushing the physics simulations. The Switch could run this with a lot of tricks, I suppose. But there's so much more room to work with on Switch 2.

The only controller enhancements I really want are continued use of gyro and HD rumble - I actually enjoy the latter quite a bit and used it was used in TotK - and possibly a lil touchpad? Just a small one. As a treat.
realistic water psysics and partial/fully destructive environment, is what i expect for next Legend of Zelda
 
Yes, that's a reasonable expectation, and it's part of the reason for Nanite existing. Rather than having to manually produce different versions of models for each level of detail on each platform, you can just provide the high-quality version of the model and let Nanite dynamically create lower-fidelity versions as needed. Developers would still need to configure Nanite for each platform, dealing down the quality on Switch 2 vs PS5, for example, but in theory it should make it easier for developers to scale across different platforms, provided they all support Nanite.
That's great to hear. Thanks.

So I guess, this should give another point in favour to Switch 2 ports in the "Witcher 3-like" situations mentioned earlier.
Given of course the game in question is developed in UE5.
 
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Well, i'd say this is a sensible way of thinking.

Because you know damn well, on this internet, Nintendo could have Furukawa appear live in a worldwide TV broadcast to announce ReDraketed will have BC, and still end up with some online folks who believe they won't have after all.
I’m sure those folks will be found on Era, lol
 
No, this doesn't follow, because of the additional limit of 20 attachments. Which is another hard gameplay limit that I didn't even mention. So, effectively, there can be a maximum of 10 objects that aren't single dragon parts that don't despawn at extremely close range. You can't fell a forest and just have the logs sit there.

You could argue, "well, Nintendo doesn't want that", except Nintendo have programmed it so that it remembers that a tree has been chopped until the next blood moon. You can fell the forest. It will stay felled for a decent amount of time. It's just that, any product of that chopping, the log, the fruits, the useful consequence of the chopping, disappear at close range. There is the intention to remember the player's interactions, but an inability to follow through fully. All they can do is set flags: Chopped, not chopped.

Nintendo can't make the world more persistent with the Switch's hardware. And we know that making a more persistent Hyrule is something they've wanted to do for a very long time because when talking about Ocarina of Time's 64DD expansion, Miyamoto was focusing on ideas like, "if you drop a weapon, and then go exploring for like fifty hours and then come back, the weapon is still there. If you chop a sign, it stays chopped."
Even the free-form physical interactions in open-world Zelda are merely the manifestation of ambitions that are decades-old. Refer to Miyamoto's delight that a chopped sign can fall in the water and float there in Ocarina of Time.
Aonuma, in at least one interview and one statement that I can recall, has acknowledged that fans want to be able to change the world of these games, but has so far only been able to deliver that in limited, scripted form.

The Hudson construction signs, for example, are a small example of this. Does it improve gameplay that the signs are fixed at the angle you left them in? No, of course not, but it adds to the tactility of the world. Which is clearly a focus for the Zelda team at this moment in time. But Tears of the Kingdom is a game that is so obviously held back by its hardware that it just continually blows my mind that people keep bringing it up as an example of the opposite.

And this is just persistence. Another consequence of the "we can't store anything in our RAM" is that you also can't really do things at a distance. Throwing a bomb in a cluster of trees in Breath of the Wild fells the trees. Firing a canon from 200 metres away into a cluster of the trees does nothing.

You talk about the old Zeldas, but Link to the Past and Ocarina of Time both featured the draining and filling of large bodies of water. This is something that isn't currently possible under the "we're doing shit for real this time" paradigm of open-world Zelda. Probably not even on a PS5. But it's a clear goal to work towards. Fluid mechanics that you can manipulate in real time will be a mind-blowing gamechanger whenever we eventually see it, people aren't ready for it. But also, from this, you can also infer that traditional Zelda wasn't constrained by the same limitations. Once you made the world seamless, all you could do is make it prettier. But that is the difference between open-world Zelda and, say, God of War. And I say the former has much greater room for growth, and stands much more to gain from technological advancement, and to suggest that Tears of the Kingdom, of all games, wasn't severely limited by hardware is just absurd.
I'm not suggesting that Zelda isn't held back by the system it's on. What I am saying is that, clearly gameplay decisions are made on top of these limitations and Nintendo has consciously chosen to limit players.

In all honesty, I'd be very happy to see a Zelda game that's less of a sandbox and increases interactivity with the world as you suggest but in a far more structured manner.
 
Yes, that's a reasonable expectation, and it's part of the reason for Nanite existing. Rather than having to manually produce different versions of models for each level of detail on each platform, you can just provide the high-quality version of the model and let Nanite dynamically create lower-fidelity versions as needed. Developers would still need to configure Nanite for each platform, dealing down the quality on Switch 2 vs PS5, for example, but in theory it should make it easier for developers to scale across different platforms, provided they all support Nanite.
That is fantastic news for devs who will look to port their XBS/PS5 games to Drake.

The stars are aligning.
 
I'm not familiar with that, what is the issue there?
it and Immortals of Aveum are suffering from scalability issues if you chose not to use upscaling. Remnant 2 uses Nanite and Virtual Shadow Maps, and Immortals use those as well as Lumen. with both of these games, turning down the settings to low don't do much for clawing back performance (especially Immortals, it's much worse here). but if you turn upscaling on, then all that performance comes back. some folks really really don't like upscaling

Remnant 2 did have some patches on PC that separated nanite (seemingly) and VSM into their own toggles which helps out performance at the expense of pop-in
 
Because of graphics.
iu
 
Yes, except for console exclusive deals (as always)

Big 3rd partners and AAA games "impossible" for the actual hardware is in the works for this new system (both ports and new releases)
Will them launch day & date with the console release? — I don't know yet (but the possibility remains)
Now, this is what I want to hear.
The numbers are nice ok, but the games are what sell 😋 I hope to hear about some big games soon.

p.s. don't say this to my backlog
 
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My thinking was that the system was leaking because some people were hearing about it for the first time. We barely heard anything before Gamescom in comparison to after. I don’t believe we’re yet in a position where everyone has kits but have no way of confirming that.

Edit - Your own quote says ‘some’ key partners. Hence what I’m saying could be accurate which was that some developers might have seen Switch 2 for the first time at Gamescom and got kits after.
If Nintendo is speaking to the people at Gamescom now about the thing that leaked a week or two after GC ended, would mean it took time to collect and collate the data that they got and make it into an article. We should expect the same about the original timing of the Switch 2 July article, although vague, had details about what the unit that is a switch has. As in, different cartridge, more storage and an 8inch LCD display.

Nintendo isn’t going to give the kits to all their developers early, they would be giving it first to their closer partners, and as time inches closer to release there would be another wave of developer kits handed out.

The ones now in Gamescom are likely not the ones intended for Launch and Nintendo already knows who they want or who they want ready for the launch of the new system.


To give an example, let’s assume for a second it’s the devs of Supergiant games and Capcom. Capcom would have had the kits already for a while by the time Gamescom hit. Meanwhile SGG would be the new ones to look forward to the launch year of the system or within the early cycle of the system.

Some people would be hearing it for the first time yes, but those people are perhaps not the ones in on the whole plan nintendo has.

More waves will happen though, in one of those waves we will get those clockspeeds and RAM
 
it and Immortals of Aveum are suffering from scalability issues if you chose not to use upscaling. Remnant 2 uses Nanite and Virtual Shadow Maps, and Immortals use those as well as Lumen. with both of these games, turning down the settings to low don't do much for clawing back performance (especially Immortals, it's much worse here). but if you turn upscaling on, then all that performance comes back. some folks really really don't like upscaling

Remnant 2 did have some patches on PC that separated nanite (seemingly) and VSM into their own toggles which helps out performance at the expense of pop-in
Yeah I heard about the Immortals of Aveum issues, just not Remnant 2.

So does that mean nanite isn't really great for scalability? I still haven't played around with UE5, just UE4 for now, but those scalability settings tend to make a pretty big difference.
 
Yeah I heard about the Immortals of Aveum issues, just not Remnant 2.

So does that mean nanite isn't really great for scalability? I still haven't played around with UE5, just UE4 for now, but those scalability settings tend to make a pretty big difference.
nanite is, in general, heavy. not as heavy as VSM or lumen, but there's a cost. that cost scales with how many polygons your asset is and your resolution. don't throw polygons at your model just because you can with nanite. those "sculpt in zbrush, import directly to UE5" claims are still unrealistic. nanite falls back to mesh shaders once your triangle takes up 4 pixels, so you're going to hardware acceleration then
 
Please read this staff post before posting.

Furthermore, according to this follow-up post, all off-topic chat will be moderated.
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