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

I think I will be pretty satisfied with what I have heard about the NG's GPU...

How are we feeling about the CPU? How would a game with the CPU utilization of Cyberpunk 2077 fair on NG?
Cyberpunk is very well multi-threaded. modern 8 cores run that game well, even with path tracing. 8 A78s at a decent clock (I'm still betting on 1.78GHz) will plow through the game

That's more or less the idea, yeah. Cost scales mainly with wafer area and not much at all with overall volume or height. So the only real difference in cost between a typical 2D storage chip of a given area and a 3D NAND chip using this technology is in the initial R&D setup cost. Meaning the difference in cost in materials is negligible despite a massive gain in storage.

You can even get more storage for cheaper if you use a smaller wafer area for the chip too.

As far as I understand it anyway.
given how many third party games on switch would love to be on a 32GB card, a 64GB card could be the norm for Drake. I can see 96GB cards being a rarity
 
Nintendo has Mario, a stylistically consistent series, whose visual identity in 3D is now 27 years old.

Nintendo doesn’t need to talk power. They just show Mario. “Wow games can look like that??? In my hand???”

Done.

There is no value in talking about performance for any technology product unless you need that talking point to distinguish yourself from the competition or the previous gen. The numbers won’t tell that story any better than the images will. All it will do is invite comparisons to the bigger consoles.
So a very technically impressive, exclusive title to sell the console like they always do. There it is.
 
So a very technically impressive, exclusive title to sell the console like they always do. There it is.
I mean, with the exception of the 3ds (let's be honest, no game at launch used the 3d creatively), they've always done that. Super Mario 64, Luigi's Mansion, Super Mario 64 DS, Wii Sports, Nintendo Land, Breath of the Wild, all of which show off the hardware and the unique gimmick of the system in a somewhat cool way. It's not a perfect system, but it works rather well overall imo.

With the new system, Nintendo literally has to make a Mario Odyssey-type jump with the new hardware. Just showcase very impressive visuals that Nintendo hasn't been able to do before with the Switch, maybe showcase some of the joycon's new features, make the game fun, bap-edy boop-edy, you've got a game of the year contender. Not as hard as you'd think with the exception of the big, inevitable problem that is making a new game with Mario in it.
 
The very real possibility of it appearing on the box is good enough and will not diminish over time.
Nintendo could have easily promoted the switch as being their "first ever HD handheld" but they didn't.

I don't think they care too much advertising the power of the systems nowadays when PS5 and future gen hardware will dwarf it. A 4K sticker on the box will do just fine.
 
Nintendo could have easily promoted the switch as being their "first ever HD handheld" but they didn't.

I don't think they care too much advertising the power of the systems nowadays when PS5 and future gen hardware will dwarf it. A 4K sticker on the box will do just fine.
Nintendo has changed with the times. I know this may come as shock to many. And to your second point, who cares and so what? If it can do it, flaunt it. Competition be damned.
 
Nintendo could have easily promoted the switch as being their "first ever HD handheld" but they didn't.

I don't think they care too much advertising the power of the systems nowadays when PS5 and future gen hardware will dwarf it. A 4K sticker on the box will do just fine.
Nintendo can definately advertise it as more powerful than the Switch. That will be their angle, not comparing to PS5, they sold more consoles than the PS4 with Switch.
 
most people have a 4K TV by now so it's only logical that 4k output would be part of the messaging. lets people know this new device will look great on their 4k sets and differentiates it from OG Switch.
 
I think I will be pretty satisfied with what I have heard about the NG's GPU...

How are we feeling about the CPU? How would a game with the CPU utilization of Cyberpunk 2077 fair on NG?
In my experience, very well, especially as of Cyberpunk's 2.0 patch. It did a lot of optimization work on the game, particularly for multi-threaded CPUs.

A78 + SSD + FDE setup on Drake should be able to run this game in its sleep. It's a heavy game, but it's still a last-gen* game.

*barely
 

FYI, firmware 17.0.0 is out, but the usual suspects don't seem to have gotten around to analyzing it just yet.
 
i had a dream there was some major activity in the Funcle realms. maybe it's nothing but maybe October could be the month where we start to hear things...
 
It’s an allusion, dearest, and a tongue in cheek one at that. But I talked to the boss, and they’re giving you an extra special exemption. You, specifically, are allowed to believe whatever you want, regardless of what I think is correct. Congratulations! 🎉 🎊 We’ll have cake in the break room. It’s your favorite kind, too.
Great! I love cake/s
 
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I mean, with the exception of the 3ds (let's be honest, no game at launch used the 3d creatively), they've always done that. Super Mario 64, Luigi's Mansion, Super Mario 64 DS, Wii Sports, Nintendo Land, Breath of the Wild, all of which show off the hardware and the unique gimmick of the system in a somewhat cool way. It's not a perfect system, but it works rather well overall imo.

With the new system, Nintendo literally has to make a Mario Odyssey-type jump with the new hardware. Just showcase very impressive visuals that Nintendo hasn't been able to do before with the Switch, maybe showcase some of the joycon's new features, make the game fun, bap-edy boop-edy, you've got a game of the year contender. Not as hard as you'd think with the exception of the big, inevitable problem that is making a new game with Mario in it.
Breath of the wild wasn't a good showcase of the switch imo because it was on the Wii u
 
Breath of the wild wasn't a good showcase of the switch imo because it was on the Wii u
I meant more in terms of what it represents. Big open-world, tiny handheld. Something dreams were made off. That stuff.

If you (imo rightly) take issue with that, then 1-2 Switch was also a showcase of the Switch system. Do with that what you will.

Also Snipperclips was a good idea for a small multiplayer game, but that's a smaller title.
 
I mean, with the exception of the 3ds (let's be honest, no game at launch used the 3d creatively), they've always done that. Super Mario 64, Luigi's Mansion, Super Mario 64 DS, Wii Sports, Nintendo Land, Breath of the Wild, all of which show off the hardware and the unique gimmick of the system in a somewhat cool way. It's not a perfect system, but it works rather well overall imo.

With the new system, Nintendo literally has to make a Mario Odyssey-type jump with the new hardware. Just showcase very impressive visuals that Nintendo hasn't been able to do before with the Switch, maybe showcase some of the joycon's new features, make the game fun, bap-edy boop-edy, you've got a game of the year contender. Not as hard as you'd think with the exception of the big, inevitable problem that is making a new game with Mario in it.
The 3ds was an odd case for them, since it was pretty much a generational leap over the DS but decided to stick to the failed 3D gimmick instead. It actually ended up getting some terrific looking games for its size (look up RE Revelations and unironically, Detective Pikachu), specifically after Nintendo realized its fate and steered the ship with excellent games.

About the 2nd paragraph... SMO was a jump over 3D World for sure but it's in the lowest tier of these mathematically speaking, it mostly relied on squeezing the ridiculous amount of features Switch's GPU ended up having over Wii U's (Terascale 2 vs Nvidia Maxwell). The jump we're about to see for this one will be way bigger, I myself expect a real time version of the movie artstyle as much as it can be realized... And I'm probably not that far off.
 
Then I think about the Zelda BotW demo running at 4K via DLSS and at 60fps proving that a 4K output with DLSS is very viable even for 60fps games. However, this is a game that was originally designed for a 176 Gflop GPU in the Wii U, so what would the rendering time look like on T239 at 1080p 60fps or even 1440p 60fps? Even if DLSS has a rather high frame slice of 6ms, perhaps T239 has the power to render out BotW at 1080p or 1440p in just a few milliseconds?
I saw a video on youtube when the dude make a hardware that is basically a Ps4. When they try Zelda, it runs at 4K and 60fps on emulator. Running on a native hardware like the Switch 2 will be easier, even with better textures and effects.

In the end, if Zelda don't have any big graphical update, running in 4K/60 is not necessary DLSS for it.
 
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Seems like 17.0.0 changed a lot of system settings (documented here on Switchbrew). Nintendo changed the name of a debug log directory from NxBinLogs to NnBinLogs, which is mildly interesting because it's a shift from the Switch's "NX" codename to something more generic. Not much else stands out to my untrained eye, but maybe something's in there.
 
Couple minor things from the firmware so far.

First is one that @ProngoLuvr beat me to the punch on. "Nn" is a prefix that just means "Nintendo," used all over their software, but I agree it's notable that they updated a string to be more generic, when it had gone unchanged since 1.0.0.

Second is the addition of some setting strings to the system sleep config: "psc_random_delay_max_msec", "psc_random_delay_min_msec", and "psc_random_delay_occurrence_rate_percent". I think these might be countermeasures to hardware glitching (such as from a modchip) during resume from sleep. They're all zero/disabled in the current Switch settings, and I'm not entirely clear whether the PSC (Platform Security Controller) is something that Tegra chips had at the time of the TX1. All the current Nvidia documentation about it seems to be for Orin only.

Edit: Actually, in the case of the current Switch it seems like PSC may just mean Power State Control instead, if we can trust the wiki on that one. Same concept, anyway.
 
Couple minor things from the firmware so far.

First is one that @ProngoLuvr beat me to the punch on. "Nn" is a prefix that just means "Nintendo," used all over their software, but I agree it's notable that they updated a string to be more generic, when it had gone unchanged since 1.0.0.

Second is the addition of some setting strings to the system sleep config: "psc_random_delay_max_msec", "psc_random_delay_min_msec", and "psc_random_delay_occurrence_rate_percent". I think these might be countermeasures to hardware glitching (such as from a modchip) during resume from sleep. They're all zero/disabled in the current Switch settings, and I'm not entirely clear whether the PSC (Platform Security Controller) is something that Tegra chips had at the time of the TX1. All the current Nvidia documentation about it seems to be for Orin only.
giphy.gif

(i'm joking, please don't take this seriously. Still interesting nevertheless)

List of System Settings, including the 17.0.0 changes
 
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Seems like 17.0.0 changed a lot of system settings (documented here on Switchbrew). Nintendo changed the name of a debug log directory from NxBinLogs to NnBinLogs, which is mildly interesting because it's a shift from the Switch's "NX" codename to something more generic. Not much else stands out to my untrained eye, but maybe something's in there.
So basically, Nintendo Bin Logs? Such a weird thing to change at this point of the stage.
 
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The 3ds was an odd case for them, since it was pretty much a generational leap over the DS but decided to stick to the failed 3D gimmick instead. It actually ended up getting some terrific looking games for its size (look up RE Revelations and unironically, Detective Pikachu), specifically after Nintendo realized its fate and steered the ship with excellent games.

About the 2nd paragraph... SMO was a jump over 3D World for sure but it's in the lowest tier of these mathematically speaking, it mostly relied on squeezing the ridiculous amount of features Switch's GPU ended up having over Wii U's (Terascale 2 vs Nvidia Maxwell). The jump we're about to see for this one will be way bigger, I myself expect a real time version of the movie artstyle as much as it can be realized... And I'm probably not that far off.
I'm aware of the 3ds' failings, but it's kinda sad how underused the 3d feature actually was. Super Mario 3d Land and Kid Icarus: Uprising used the effect very well, so it's a shame that it's basically just them that worked for me.

I was mainly comparing SMO to Galaxy in terms of showing off the hardware, though i realise how it sounds in my original post. 3D World was a good game, but good-god it was made for the wrong system at first. It's remaster (sorta not really) with the Switch really justified it's existence, but Odyssey and Galaxy are the proper "tests" for a system in this point. I do agree about what you want from it though. I'd like to see the game have large quantities of stuff going on, almost feeling like a movie in real-time. Bright and colourful, potentially even using distinct lighting effects that couldn't be achieved before (maybe not ray-tracing, but it'd be nice). A lot going on both visually and in terms of gameplay is the dream, but I trust Nintendo to make a good 3d Mario game.
 
I STRONGLY disagree, "4K Switch" is marketing GOLD. The fact they can use both is very encouraging for early generation adoption rates, provided they follow through on the marketing push.

Not for a hybrid console.

4k will certainly be listed as a feature, somewhere. But it will not be part of the marketing because it doesn't apply to the portable screen. Also, 4k has been adopted by the other consoles for years now. 4k is not a selling point, it's the standard.

That's like saying, "here's our new car model, it has air conditioning!"
 
I'm aware of the 3ds' failings, but it's kinda sad how underused the 3d feature actually was. Super Mario 3d Land and Kid Icarus: Uprising used the effect very well, so it's a shame that it's basically just them that worked for me.

I was mainly comparing SMO to Galaxy in terms of showing off the hardware, though i realise how it sounds in my original post. 3D World was a good game, but good-god it was made for the wrong system at first. It's remaster (sorta not really) with the Switch really justified it's existence, but Odyssey and Galaxy are the proper "tests" for a system in this point. I do agree about what you want from it though. I'd like to see the game have large quantities of stuff going on, almost feeling like a movie in real-time. Bright and colourful, potentially even using distinct lighting effects that couldn't be achieved before (maybe not ray-tracing, but it'd be nice). A lot going on both visually and in terms of gameplay is the dream, but I trust Nintendo to make a good 3d Mario game.
Raytracing is basically a lock after DLSS3.5 and even before it, so no worries on that department (or any other really). There's been a lot of technological talk and discussion in this thread but very few have wanted to put the jump in perspective beyond "fourkey" or any other dumb resolution monicker... And I have a feeling many haven't even realized how ridiculously big it is. Believe it or not, this is probably the single biggest generational jump you'll ever see from a console manufacturer since the death of Moore's law and, practically speaking, the most universally noticeable people will get to see for the rest of this decade. It's bringing a top tier videogame publisher devoted to their consoles to the technical standards of an entire decade (and possibly beyond), consistently outpacing in 10W what a 150W console from then could do in every way imaginable... All within a handheld form factor, while also taking advantage of the Switch not being as powerful as it could've been due to a bad node. There's more to it, but we can leave it at that.
 
Not for a hybrid console.

4k will certainly be listed as a feature, somewhere. But it will not be part of the marketing because it doesn't apply to the portable screen. Also, 4k has been adopted by the other consoles for years now. 4k is not a selling point, it's the standard.

That's like saying, "here's our new car model, it has air conditioning!"
"Here's our iPhone 15, it can play current generation games!"

I really think that the convenience of a portable device that can output comparable visuals to stationary equivalents is a major selling point that you're disregarding without merit.
 
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"Here's our iPhone 15, it can play current generation games!"

I really think that the convenience of a portable device that can output comparable visuals to stationary equivalents is a major selling point that you're disregarding without merit.

I think it’s a valuable marketing point, but acting like it’s ‘gold’ or somehow the main attraction for broader audiences feels off.

It’s more than ‘our car has aircon’, but less than ‘our car is a hybrid’ ;)
 
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I think it’s a valuable marketing point, but acting like it’s ‘gold’ or somehow the main attraction for broader audiences feels off.

It’s more than ‘our car has aircon’, but less than ‘our car is a hybrid’ ;)
Early adopters of any new product generally don't fall under the "broader audience" category, and the original Switch is a great demonstration of this concept. It launched with Breath of the Wild and Mario Kart 8 Deluxe came a month afterwards. The major "broad audience" titles like Pokemon and Animal Crossing also took a while to see a Switch entry, and the original reveal presentation was focused on titles like Skyrim and SMTV instead.
 
Quoted by: SiG
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So I took a cursory look through a diff of the 17.0.0 OSS archive (vs the 16.1.0 one), and it seems that Nintendo are probably at least working on adding IPv6 support, which I don't think the Switch really has currently. Probably not super significant hardware-wise, but good to see.
 
Raw resolution bumps are easier to implement and there's enough power to do so is my point. I wouldn't expect EVERY game to make full use of upscaling, especially cross-gen games.

It would be nice, though. DLSS Quality Mode often looks better than native resolution, and even if native with 60fps was possible, using DLSS would reduce heat and power draw, which would be nice.
 
"Here's our iPhone 15, it can play current generation games!"

I really think that the convenience of a portable device that can output comparable visuals to stationary equivalents is a major selling point that you're disregarding without merit.
No, it’s not truly a selling point to anyone other than their usual Nintendo consumers. If Nintendo were to release the console as just an upgraded spec Switch it would perform just about as well as a Switch Lite (which is not what they’re going for). The console will have to have an all new design with an all new “gimmick” that can be easily understood by all consumers. Simply saying hey it has better graphics now and can output 4k on your tv is not going to lead to the sales they’re looking for.
 
"Here's our iPhone 15, it can play current generation games!"

I really think that the convenience of a portable device that can output comparable visuals to stationary equivalents is a major selling point that you're disregarding without merit.

The conversation is literally about the term 4k. Portable mode will not output in 4k, so I really don't know what you're trying to argue here.
 
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Hi everyone, this is my first post. I have followed this thread for quite a while and recently found a way to make a contribution.

I needed a refresher on one of the 3D modeling programs I use, so I decided to create a quick Switch 2 mock-up. My intent is outlined below the images:


z9ULWb6.jpg


5s6yXcX.jpg


91N0fvd.jpg


sOMIPxQ.jpg



1) Many design-oriented companies will revisit old concepts, whether re-imagining ideas that were implemented in past products or even looking for opportunities in the discard pile, and Nintendo is no exception. I set out to explore a fusion of Switch, Wii & 3D auto-stereoscopic display, while not veering too far from the initial Switch design

2a) I don’t care for the Joy-cons (in practice, great idea though). I feel them flexing when in handheld mode, and they are so diminutive that my hands cramp after a few hours. In tabletop mode or used as individual controllers the effect is even worse. Too small and not enough ergonomic design.

2b) Sliding the Joy-cons into place IS a satisfying experience; however, the way the controllers connect does not offer any lateral stability (which is why they flex). The thought here was to use magnets that connect all along the controller perimeter on two perpendicular surfaces. This would be akin to Apple’s MagSafe power bricks but with considerably more hold

3) Nintendo’s discarded concept of having a tablet screen with two adjacent Wii remotes has always been intriguing to me. The Wii remote always felt comfortable in hand, and the idea that you could have two identical controllers flanking the screen, interchangeable in either right or left position seemed like an apt way of advancing the controller concept

4) Face buttons, D-Pad, and Joystick would be modular; using similar magnetic tech mentioned in #2 to interchange and customize location in two possible areas on the controllers

5) I really loved the immersion created by the 3D effect on New 3DS and think now would be a great time to re-incorporate at a higher resolution and with the significant advancements in eye-tracking tech. the extent of what you see in the rendering above is just the inclusion of the dual front-facing cameras.

I honestly didn’t think about the dock design at all, but If I have more time in the future I may revisit that
No joke I would love lower triggers
 
Hi everyone, this is my first post. I have followed this thread for quite a while and recently found a way to make a contribution.

I needed a refresher on one of the 3D modeling programs I use, so I decided to create a quick Switch 2 mock-up. My intent is outlined below the images:


z9ULWb6.jpg


5s6yXcX.jpg


91N0fvd.jpg


sOMIPxQ.jpg



1) Many design-oriented companies will revisit old concepts, whether re-imagining ideas that were implemented in past products or even looking for opportunities in the discard pile, and Nintendo is no exception. I set out to explore a fusion of Switch, Wii & 3D auto-stereoscopic display, while not veering too far from the initial Switch design

2a) I don’t care for the Joy-cons (in practice, great idea though). I feel them flexing when in handheld mode, and they are so diminutive that my hands cramp after a few hours. In tabletop mode or used as individual controllers the effect is even worse. Too small and not enough ergonomic design.

2b) Sliding the Joy-cons into place IS a satisfying experience; however, the way the controllers connect does not offer any lateral stability (which is why they flex). The thought here was to use magnets that connect all along the controller perimeter on two perpendicular surfaces. This would be akin to Apple’s MagSafe power bricks but with considerably more hold

3) Nintendo’s discarded concept of having a tablet screen with two adjacent Wii remotes has always been intriguing to me. The Wii remote always felt comfortable in hand, and the idea that you could have two identical controllers flanking the screen, interchangeable in either right or left position seemed like an apt way of advancing the controller concept

4) Face buttons, D-Pad, and Joystick would be modular; using similar magnetic tech mentioned in #2 to interchange and customize location in two possible areas on the controllers

5) I really loved the immersion created by the 3D effect on New 3DS and think now would be a great time to re-incorporate at a higher resolution and with the significant advancements in eye-tracking tech. the extent of what you see in the rendering above is just the inclusion of the dual front-facing cameras.

I honestly didn’t think about the dock design at all, but If I have more time in the future I may revisit that
The idea of modular d-pads, face buttons, and analog sticks are definitely interesting, even if I personally think such a design would create way more problems than it would solve. Also, why is the right stick and button placement swapped from the original? The reason why it did that was for parity between joycons when controlling with a single one, suboptimal though it may be.
 
It would be nice, though. DLSS Quality Mode often looks better than native resolution*, and even if native with 60fps was possible, using DLSS would reduce heat and power draw, which would be nice.
*At 4k or higher

Agreed though. Using DLSS to reduce power draw or pump up graphics settings for cross-gen games would be really nice.
 
There's always going to be a non-trivial amount of latency when streaming wirelessly due to the limitations of Wi-Fi technology. (Of course, Nintendo can opt for proprietary Wi-Fi technology (e.g. Wii U GamePad).)

Anyway, on the subject of RAM, increasing the amount of RAM is significantly more straight forward than increasing the RAM bandwidth. In order to increase the RAM bandwidth, Nintendo and Nvidia have to effectively redesign the SoC to support a higher RAM bus width (e.g. 128-bit → 256-bit) and/or upgrade the RAM controller.
SUPER LATE, but I wanted to add, the Wii U gamepad streaming tech was so good, I'm pretty sure it was faster than the HDMI cable to the Tv. It's been forever since I've looked into it, but I believe that is the case.
 
SUPER LATE, but I wanted to add, the Wii U gamepad streaming tech was so good, I'm pretty sure it was faster than the HDMI cable to the Tv. It's been forever since I've looked into it, but I believe that is the case.
Wasn't it more "faster than some TV video processing" ? Honest question, faster than a cable seems weird to me.
 
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Cyberpunk is very well multi-threaded. modern 8 cores run that game well, even with path tracing. 8 A78s at a decent clock (I'm still betting on 1.78GHz) will plow through the game

In my experience, very well, especially as of Cyberpunk's 2.0 patch. It did a lot of optimization work on the game, particularly for multi-threaded CPUs.

A78 + SSD + FDE setup on Drake should be able to run this game in its sleep. It's a heavy game, but it's still a last-gen* game.

*barely
Yeah, this was sort of a silly question since the game can actually run on PS4/XB1's Jaguar CPUs. I totally forgot it was technically a last-gen game but it seems to still be the go-to for benchmarks at the moment so it sprung to my mind.

Reassuring nonetheless since I do not see the A78 come up all that much.
 
*At 4k or higher

Agreed though. Using DLSS to reduce power draw or pump up graphics settings for cross-gen games would be really nice.

I'm quite sure the "better than native" rule will apply at 1080p on a portable as much as it applies at 2160p on a large PC monitor. It's likely as high as we'll ever need to go on such a screen - which is actually pretty exciting when you think about the kind of jump the Switch 3 could get.
 
Nintendo could have easily promoted the switch as being their "first ever HD handheld" but they didn't.
They literally did advertise it as "HD gaming" in a handheld and on TV.

Ultra HD is a clear differentiator between this and the first Switch, like HD was between Switch and 3DS. Like 3D was between 3DS and DS. Like Dual Screens was between DS and GBA.

They have literally. Always. Every. Single. Time. Advertised some element of the output video with their handhelds.

"Full HD on the go, Ultra HD on the TV, all in one." draws comparisons between it and the competition;

Comparisons it easily wins; it's Ultra HD AND a handheld. And that's good for marketing.
 
They literally did advertise it as "HD gaming" in a handheld and on TV.

Ultra HD is a clear differentiator between this and the first Switch, like HD was between Switch and 3DS. Like 3D was between 3DS and DS. Like Dual Screens was between DS and GBA.

They have literally. Always. Every. Single. Time. Advertised some element of the output video with their handhelds.

"Full HD on the go, Ultra HD on the TV, all in one." draws comparisons between it and the competition;

Comparisons it easily wins; it's Ultra HD AND a handheld. And that's good for marketing.
It wasn't a main marketing point, by far. They aren't going to be marketing the power of the new system as much as you think in my opinion.

The switch 1 was fairly powerful at the time of 2016, and there was little focus on it. It was all about games and the switch concept. I have no reason to believe they won't replicate that.
 
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Nintendo could have easily promoted the switch as being their "first ever HD handheld" but they didn't.

I don't think they care too much advertising the power of the systems nowadays when PS5 and future gen hardware will dwarf it. A 4K sticker on the box will do just fine.
Because the switching aspect and the shareable controllers where way bigger factors then HD handheld.

If they have a "gimmick" thats having more impact then tech, sure. if its mostly "switch but better", then im 100% confident that 4k will be part of the marketing.
 
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No, it’s not truly a selling point to anyone other than their usual Nintendo consumers. If Nintendo were to release the console as just an upgraded spec Switch it would perform just about as well as a Switch Lite (which is not what they’re going for). The console will have to have an all new design with an all new “gimmick” that can be easily understood by all consumers. Simply saying hey it has better graphics now and can output 4k on your tv is not going to lead to the sales they’re looking for.

Then you're asking for something that's no longer a Switch. And everything we know points to it being more of the same.
 
Raytracing is basically a lock after DLSS3.5 and even before it, so no worries on that department (or any other really). There's been a lot of technological talk and discussion in this thread but very few have wanted to put the jump in perspective beyond "fourkey" or any other dumb resolution monicker... And I have a feeling many haven't even realized how ridiculously big it is. Believe it or not, this is probably the single biggest generational jump you'll ever see from a console manufacturer since the death of Moore's law and, practically speaking, the most universally noticeable people will get to see for the rest of this decade. It's bringing a top tier videogame publisher devoted to their consoles to the technical standards of an entire decade (and possibly beyond), consistently outpacing in 10W what a 150W console from then could do in every way imaginable... All within a handheld form factor, while also taking advantage of the Switch not being as powerful as it could've been due to a bad node. There's more to it, but we can leave it at that.
Ray-Tracing was a bit weird to me and still is. I haven't really played a game long enough with it to really comment much (I think the most I tried it with was Resident Evil 4 Remake and Deathloop on Laptop at 1440p), but if the Switch 2 can have it consistently on the games that'd benefit from it, it'd love that.

In theory, you're absolutely right though. The jump in technology from the Switch 1 to the Switch 2 is going to be titanic. It's essentially jumping from 7th to 9th gen in terms of resolution and software features like Ray-tracing, DLSS and Ray Reconstruction. Honestly, third-parties would be stupid to outright ignore the Switch 2 if everything we know about the specs are true.
 
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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