None whatsoever unfortunately.Any interesting tidbits, leaks, rumors, or birds singing about Switch 2 come out of TGS yet?
I haven’t read through all the pages yet, so I was just curious.
I also believe that we should quickly graduate from the current controller, and we are attempting all kinds of things. Our objective is to achieve an interface that surpasses the current controller, where what the player does is directly reflected on the screen, and the user can clearly feel the result. This has not been achieved yet. We have tried all kinds of motion controllers, but none seem to work for all people. As the company that knows the most about controllers, we have been striving to create a controller that can be used with ease, and that will become the standard for the next generation.
Yes, Nvidia has made multiple updates to how ultra performance mode performs. Here it is in Cyberpunk and here it is in Witcher IIIIt would be interesting to see an updated version of this video, as it's already 2 years old. DLSS has come quite a way since then, but has it improved on the lower resolutions?
I was reading about process nodes and, somehow, I missed this slide entirely back when TSMC showed their roadmap:
TSMC consider that N4P/5nm family will be a mainstream node by next year. Curious enough, 12FFC/12FFC+/16FFC+/16nm, which is the node where Mariko/Tegra X1+/T214 fabbed, was considered a mainstream node around the same time we got Switch V2/Lite and OLED.
Doesn't mean anything. But perhaps Nvidia and Nintendo had insight of this when they were designing the SoC back in 2020/2021.... (Inhales Copium)
This is just a clip from their podcast released over a week ago that they are slowly releasing in segments to highlight specific topics discussed.
Not a lot new. Rich is basically right in saying they can't comment on specifics until they've actually seen it.
Unlike this thread where we can discuss the theoretical leaked speaks as if they were fact , Rich and team knows those specs too, but can't for obvious reasons discuss them like it's real, even though we have pretty high confidence they are. Even so, still a lot of unknowns, like clock speeds, actual core counts (outside of theoretical maximums if yeilds are an issue) and of course process node.
By changing the viscosity periodically between the first viscosity state and the second viscosity state, it is possible to provide the user with an unprecedented feeling on the operation element and an unprecedented operation feeling thereof, while ensuring movement of the original element autonomously returning to the initial position,
That's exactly what it means. The sticks can dynamically resist, with the game able to control the degree and the direction of the resistance.What does it mean to be an unprecedented feeling? Are they implying they’ll be able to provide resistance to the player on the analog sticks?
That's exactly what it means. The sticks can dynamically resist, with the game able to control the degree and the direction of the resistance.
Our objective is to achieve an interface that surpasses the current controller, where what the player does is directly reflected on the screen, and the user can clearly feel the result. This has not been achieved yet. We have tried all kinds of motion controllers, but none seem to work for all people.
I'm not talking the SMs, I mean the cores themselves. We already know how many of each there are (768 on Z1 Extreme, 1536 on T239), so I want to directly compare on a core-by-core basis which is more capable.It’s more bandwidth and power limited, but if I’m not mistaken RDNA3 WGPs are larger than the SMs in nvidia GPUs. Also, Drake is 8.8, but that doesn’t matter much here.
Nekopara is already on SwitchWhy the fuck is Nekopara there
Isn't Detroit: Stay Human a Sony IP? Why would it release on Nintendo?Came across this in a Chinese forum. Based on translation it's purely theoretical I believe. But I find the chart interesting. Anyone want to critique on the placement of those games based on theoretical performance with NG switch? Do those look realistic?
Did he gave any ETA about it or he's investigating and once he has enough insights, he'll release? Anyway, I can't wait for it. First, because there's barely any in-depth content about the RTX 2050 online and I think it's the closest we have with the T239 wrt GPU size and power/energy-consumption. Second, because Rich investigative videos are a jam of mine. I still remember his video about DOOM on Nintendo Switch, where he built a Switch-ish performing like PC to test the feasibility of DOOM on Switch and how it could run on the console.Rich is currently testing an underclocked 2050M laptop to get better data here. We've spoken briefly about it, and he is definitely investing this very question.
It honestly kinda baffles me that console versions were made for it considering they were obviously going to cut the thing that 90% of the potential audience plays it for. You're really telling me that people are playing a visual novel where you get to master over a harem of catgirl maid slaves for the plot? (Tho honestly I would love to play a VN where you get to go John Brown to free the catgirls.)Nekopara is already on Switch
It’s a silly chart. We’re not getting Monster Hunter World on Nintendo.Isn't Detroit: Stay Human a Sony IP? Why would it release on Nintendo?
Much less Spiderman 2?
I would definitely appreciate it if Hi-Fi Rush did get a Switch successor release, though...It’s a silly chart. We’re not getting Monster Hunter World on Nintendo.
It definitely seems like the kind of thing Miyamoto would want to see in a new controller. I remember (not sure if it was here or elsewhere) but someone presenting a decent example of it would be that if Mario was in a water level, the controls could become a bit more stiff in order to simulate the feeling of moving in water.Neat. Most articles on the patent focused solely on the resolution of drift, so I wasn’t sure if I was overthinking the description. Applied mindfully it does advance the goal mentioned in the Miyamoto quote above:
I hope this is the type of change we see in Switch 2. Not so different from the adaptive triggers from Sony.
I think it's mostly theoretical, although Detroit: Become Human and Spider-Man are both on Steam, so ports aren't entirely out of the question.Isn't Detroit: Stay Human a Sony IP? Why would it release on Nintendo?
Much less Spider-Man 2?
Or are they merely comparing theoretical performance?
I don't see why we wouldn't.It’s a silly chart. We’re not getting Monster Hunter World on Nintendo.
Those are old comparisons.Yes, Nvidia has made multiple updates to how ultra performance mode performs. Here it is in Cyberpunk and here it is in Witcher III
We didn’t get 4 Ultimate on Switch. We got Generations Ultimate but that was a different deal entirely.I don't see why we wouldn't.
We got 4 Ultimate on Switch, after all.
A bit silly, maybe, but I think many Rise players would be willing to pick up a World Remastered port they can use to fill in a schedule slot, maybe a "soft relaunch" on other platforms with simple next gen patches allowing higher resolutions. Not a fancy release or anything, just a port that functions.
I think it's mostly theoretical, although Detroit: Become Human and Spider-Man are both on Steam, so ports aren't entirely out of the question.
It’s a silly chart. We’re not getting Monster Hunter World on Nintendo.
Those are old comparisons.
Here's the latest version of the Nvidia DLSS Ultra Performance comparison.
3.5.0 compared against 2.5.1 (touted to be the best version of DLSS)
I don't know if this is just ignorance on my part, but on Nvidia's CUDA programming guide I see no mention of any kind of "CUDA 8.8". There's the aforementioned 8.7 for Orin, 8.9 for Ada Lovelace, and 9.0 for Hopper, but not a single instance of 8.8 in the text.Also, Drake is 8.8, but that doesn’t matter much here.
Pretty sure 360p to 720p should be no issue but I really doubt the resolution would need to go that low in handheld mode.These do not show 360p DLSS to 720p which was the question (and the debate about a 720p vs. 1080p screen).
720p to 4K DLSS for the Switch 2 is plenty good enough for docked mode.
Drake using CUDA 8.8 is from the illegal Nvidia leaks. So nobody's supposed to know Drake uses CUDA 8.8.I don't know if this is just ignorance on my part, but on Nvidia's CUDA programming guide I see no mention of any kind of "CUDA 8.8". There's the aforementioned 8.7 for Orin, 8.9 for Ada Lovelace, and 9.0 for Hopper, but not a single instance of 8.8 in the text.
Pretty sure 360p to 720p should be no issue but I really doubt the resolution would need to go that low in handheld mode.
Docked mode might be another matter, but in this day and age, it makes no sense to do the "720p to 1440p and then upscale" when they could just to a direct "720p to 4K" reconstruction while also automatically adjusting for load (DLSS also works with variable resolution inputs as well, so a game could only have momentary 720p to 4k lower bounds while at the upper bounds it will be 1080p to 4k).
Then why is there literally no mention of CUDA 8.8's existence literally anywhere officially at Nvidia? They can't have developed a new type of CUDA core just for this device alone.Drake using CUDA 8.8 is from the illegal Nvidia leaks. So nobody's supposed to know Drake uses CUDA 8.8.
because it's only for one device, a customer product?Then why is there literally no mention of CUDA 8.8's existence literally anywhere officially at Nvidia? They can't have developed a new type of CUDA core just for this device alone.
Well it’s for this alone. It’s a custom SoCThen why is there literally no mention of CUDA 8.8's existence literally anywhere officially at Nvidia? They can't have developed a new type of CUDA core just for this device alone.
I can’t believe the custom product is customThen why is there literally no mention of CUDA 8.8's existence literally anywhere officially at Nvidia? They can't have developed a new type of CUDA core just for this device alone.
Does someone know the answer to this?Is there any notable difference in function between the patent Nintendo filed and what’s the market labels “hall effect joysticks”?
This feels very Nintendo. I could totally see a switch 2 with this being one of the big gimmicks.means. The sticks can dynamically resist, with the game able to control the degree and the direction of the resistance.
The CUDA core compared to AMD’s Cores in their CU/WGP? Like the individual core?I'm not talking the SMs, I mean the cores themselves. We already know how many of each there are (768 on Z1 Extreme, 1536 on T239), so I want to directly compare on a core-by-core basis which is more capable.
well, Sony kinda did it first with resistive triggers. would be cool to see Nintendo actually implement it, but given how they handle patents before, I don't see it happeningThis feels very Nintendo. I could totally see a switch 2 with this being one of the big gimmicks.
If there was a major new gimmick that’s not locked to software or extremely minor it would’ve leaked by now
That's assuming handheld resolution is indeed 1080p.It would go down to 360p (DLSS'd to 1080p) if the game was extremely visually demanding and if 360p to 1080p actually worked.
So we'll see if this works moving forward to allow for ports like Jedi Survivor.
I imagine the Switch 2 in handheld mode is about 12x weaker than the PS5? So dropping down from 1080p to 360p could get most of the way there.
well, Sony kinda did it first with resistive triggers. would be cool to see Nintendo actually implement it, but given how they handle patents before, I don't see it happening
Neither. I would put it into….”fuel for a much later platform but not this one” it doesn’t seem financially feasible at the moment but would be a pretty strong differentiator for whatever their next evolution in terms of controls ends up beingSo do we think the cool adaptive sticks are going to happen, or are we tossing that onto the same pile as scroll-wheel triggers?
I'd rather opt for GameCube-style two-stage analog ZL/ZR shoulder buttons with digital clicks at the end. Way more versatile.They didn’t implement resistance anywhere but the triggers, and the gameplay implications are entirely different. Triggers are pretty one dimensional by comparison, and nowhere near as central to a controller experience.
Edit: And to be clear I want adaptive triggers too, even if I’m hearing they’re somewhat controversial. Only thing that concerns me with all these additions is battery life. I really hope it doesn’t come at the expense of too much.
I'd rather opt for GameCube-style two-stage analog ZL/ZR shoulder buttons with digital clicks at the end. Way more versatile.
I don't see a resistive stick offering any more of a deeper experience than resistive triggers to be honestThey didn’t implement resistance anywhere but the triggers, and the gameplay implications are entirely different. Triggers are pretty one dimensional by comparison, and nowhere near as central to a controller experience.
Edit: And to be clear I want adaptive triggers too, even if I’m hearing they’re somewhat controversial. Only thing that concerns me with all these additions is battery life. I really hope it doesn’t come at the expense of too much.
Games built with Godot can (and mostly do) contain closed source code*, the engine just can't include that stuff out of the box. The engine is licensed under the MIT license, which is quite permissive, but means they can't include code which isn't similarly permissive. Games have to abide by the terms of that license, but there aren't really a lot of terms, and notably no copyleft provisions that would limit the ability to combine it with proprietary code.looking it up, the original version was made in Godot while the mobile port used Unity. it's possible the console version also uses Unity as Godot can't have closed sourced code in it. so maybe the porting process was rough on the switch version
Yeah, of course, not saying there wasn't, just that they were the minority. A few late cross gen titles, a lot of 60fps titles and a few notable exceptions here and there. But if you look at the library as a whole 1080p was definitely the most common resolution on the platform. Not surprising, given it was the lead platform for the generation. I imagine most devs set 1080p30 on the PS4 as their primary visual and performance target and then adjusted resolution for the other systems from there.There are 900p games on PS4, but almost all of them (Watch Dogs being the only exception I am aware of) are late cross-gen titles.
Will handheld be able to do PS4 resolutions consistently? I think @AshiodyneFX is probably right. I will spare you the OldPuck Spreadsheets on this one, but basically I have a range for my expectations of performance, and the bottom of that range is "Almost every PS4 game will need a little DLSS to get to 1080p in handheld" and the tippy-top of that expectation is "Almost zero PS4 games will need DLSS to get to 1080p".
This is one of the reasons I argued for a 720p screen for so long. I've become more chill about it, but if it's a real concern for you, consider that there are only six games on this list that are cross platform and don't have DLSS support, and only three of those don't have Switch and/or 360 versions already. I'm not too worried that we'll get a bunch of trash PS4 ports when the optimizations to support Switch NG are the same things that cross-platform games need to support PC well.