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

People being so mad at me that they’re buying an obviously very false report (who is turning off RT in handheld mode only) is weird.
only console warrior boomers jealous of nintendo will downplay nintendo's potential. dedicated ray tracing cores means easier processing for ray tracing than without it. if it can run an intensive demo that has ray tracing enabled then it won't struggle with ray tracing. what don't you understand about that?
 
some people who are technically minded but casual readers of the thread may see my posts and say to themselves "damn raccoon you don't know fucking anything. egg shitpost? read some research papers and contribute scrub."

to this I would reply that while it's true that not knowing anything is one of my greatest weaknesses, not pretending to know anything is my greatest strength.
 
some people who are technically minded but casual readers of the thread may see my posts and say to themselves "damn raccoon you don't know fucking anything. egg shitpost? read some research papers and contribute scrub."

to this I would reply that while it's true that not knowing anything is one of my greatest weaknesses, not pretending to know anything is my greatest strength.
an honest raccoon is the best kind of raccoon in the world 😁
 
It's totally optional, we know that from the leak. It would have to be, there are plenty of games where DLSS would be inappropriate - pixel art would suffer pretty badly I expect.
Games like Octopath that use pixel art in a 3D space already beat the pixel art to hell with weird angles, scaling, and filters. But DLSS shouldn't hurt them more than it does any other textures. But yeah, for a pure 2D game using low resolution assets, special tricks to achieve higher rendering resolution wouldn't even make much sense.
I’m sorry, but if you’re building your game around RT for convenience and then have to end up baking the lighting in handheld mode, that doesn’t make a ton of sense. You’re just doing a lot of extra work for no reason. Just bake it from the beginning.
If that's the only reason you're using RT, sure. But there already exist plenty of multiplatform games built with both already there.
But then Necro describes a situation that sounds like mandatory or optional RT in docked mode and then no RT in portable mode, which makes no sense. If it's just an option in docked... You can leave it as an option in handheld mode. If it's mandatory in docked mode, you're now making an option you chose only for convenience (sacrificing tons of visual effects for) mandatory in one mode only to do all the work you wanted to avoid in the first place in handheld mode.
??? Detailed graphical options in console games are the rare exception. In almost all cases we get stuck with the option the developers decided was best. In Switch games, this comes down to deciding which things get nerfed more than others when switching modes.
 
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First Glimpse of Exynos 2400 Mobile Processor and Zoom Anyplace Image Sensor Technology

One of the event's highlights was the preview of Samsung's next-generation flagship mobile processor, the Exynos 2400 with Xclipse 940 GPU based on the latest AMD RDNA™ 3 architecture. A live demo showcased the processor's substantially enhanced ray tracing capability, promising improved realism and immersion in gaming through a range of optical effects including global illumination, reflection and shadow rendering.

Achieving significant advancements in computing performance, the Exynos 2400 processor features a 1.7x increase in CPU performance and a remarkable 14.7x boost in AI performance compared to the previous Exynos 2200 product. Additionally, Samsung introduced a new AI tool designed for upcoming smartphones, demonstrating text-to-image AI generation using its Exynos 2400 reference board.


Bringing Console-Level Gaming into the Mobile Platform
To reach the goal of bringing console-level gaming into the mobile platform supported on premium to low-end segments, Samsung started developing the Xclipse GPU with the basis of AMD RDNA™ architecture. With this development, Samsung became the first to introduce a ray tracing feature into the mobile environment. Katibian showed a demo video of the mobile ray tracing feature based on an Exynos reference platform, which demonstrates the full power of ray tracing features such as shadow, reflection, and global illumination, all enabled simultaneously.
 
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Not to discredit your efforts to engage in debate so far but I think people are reading into hostility that isn’t there and responding in kind. I understand that this person has been contrarian to many of the takes in this forum (especially recently), I have been reading this thread closely and I don’t think any of his post/replies were intended to come off as rude or intellectually dishonest. I think tone being absent in text means that when you’re engaged in a back and forth with someone, over time you perceive their words with more cynical lens.

That being said there is a level of close-mindedness I have seen here and very minor dismissals of opinion between both parties as part of discussion here is exploring edge cases in waht may or may not happen regarding NG even if said opinion is widely unpopular. And if it founded on lack of understanding then we should patiently explain and re-explain where necessary. Honestly if not for these questions or takes which get answered or refuted a lot of us might not have the level of understanding regarding the tech in NG as we do.

In one of my very few posts I did reference this persons consistent contrarian approach to hype etc. and I found it strange but I always look forward to seeing what they might think of new information because they might come to a totally different conclusion than me and that’s what sparks engaging discussion even if one thinks the other is completely wrong and if they are you can educate them and anyone else who is reading along (like me).

Not saying you shouldn’t block someone if debates start to become tiresome/get in the way of enjoyment on this thread and it can be a effective way to avoid contention or confrontational or ill-mannered posting but I thought I’d offer my two cents here
If I gave my two cents about this, I’d probably get banned for breaking rules and such. But I’m only going to say this: he’s annoying. It’s not that people dislike him because he says things that are against the grain, things that are against the grain happen all the time in the thread and people discuss it back and forth with data and their reasonings.

They don’t like him because he’s disingenuous, dishonest, and an asshole. He doesn’t care if he’s right, he wants to annoy you about it that he’s right. He doesn’t read the post and if it makes him wrong he backtracks, uses gymnastics, or skirts and moves the goalpost, is inconsistent and doesn’t contribute to discussion, just arguing.

If they want to argue, that’s fine. But I want to discuss and speculate, not argue with a random stranger on the internet that doesn’t do it in good faith. One that, continuously, ignores what others say and then uses a large pool of words to phrase that they are wrong even if the person they are responding to have links and articles that support that person’s claim.

If proven wrong, doesn’t even respond. Wait a week, asks the same or similar thing they already asked a week before and were already corrected on and then gives a hogwash response.



It’s not limited to this thread, it’s across the site. It’s like talking to a wall.

Mods do whatever, broke whatever rules, idc, etc.. i accept it.

It’s not like the thread isn’t bogged down by the same intentionally baity posts that get quoted and fill the thread with “this person is on ignore” and others responding to it.

if you saw my original post it was much longer than this. So I’m only giving one cent.
 
I’m sorry, but if you’re building your game around RT for convenience and then have to end up baking the lighting in handheld mode, that doesn’t make a ton of sense. You’re just doing a lot of extra work for no reason. Just bake it from the beginning.

Who is throwing out tons of other effects from their PS5 version for RT, only to then also bake it in handheld mode.
SD has RT...
 


they finally released that demo!?
 
SD has RT...
Not only Qualcomm. Arm and Samsung have ray tracing as well. In fact, Samsung released a ray tracing demo for the Xclipse GPU one hour ago as shown below.


Bringing Console-Level Gaming into the Mobile Platform
To reach the goal of bringing console-level gaming into the mobile platform supported on premium to low-end segments, Samsung started developing the Xclipse GPU with the basis of AMD RDNA™ architecture. With this development, Samsung became the first to introduce a ray tracing feature into the mobile environment. Katibian showed a demo video of the mobile ray tracing feature based on an Exynos reference platform, which demonstrates the full power of ray tracing features such as shadow, reflection, and global illumination, all enabled simultaneously.
 
Both at the same time? Maybe a couple less demanding games, but I definitely don't see it happening across the board. Possibly one or the other. Like Nate said above, I'm not setting 4K+RT as the expectation bar.

Tbh with you I don't care about RT much. Maybe I think it's blown out of proportion, or to use a better word, exaggerated. I'm currently playing Wonder and it looks absolutely sweet. I don't think RT would add much to such a well made game.

I mean, that doesn't say much. Wonder is a fixed-camera 2D platformer, it's the poster-child for not needing RT. 3D gameplay, especially in open worlds with dynamic weather and time of day, is where RT really comes into its own.
 
SD has RT...

I am arguing over and over and over again that

1. It is literally possible for the Switch 2 to do RT
2. RT is a very marginal benefit to consumers at this point in time and is largely a convenience thing for devs at this point
3. The Switch 2 is weak (due to being mobile hardware) and it's not really plausible for devs to give up tons of visual fidelity on effects with a higher marginal benefit to pursue convenience on mobile hardware in most cases (outside of like an indie or low budget 3D game with simple graphics). Their game will look much worse than the competition if they did so.

If devs want to put a "turn on RT and drop 30 FPS and drop a lot in resolution" option in the menu, that's all fine.

I just don't understand the situation where it's an option in docked mode and then the option is turned off in handheld mode. It will look bad regardless.

And if it's mandatory in docked mode but off in handheld mode... That makes less sense.
 
Ah, so it was related to generative AI. That does make sense. I thought it was just people being against "anything AI" for some reason.

AI is great for some things, and DLSS is an excellent example - it's not like FSR has some broader social benefits or something, it's just less efficient, and machine learning allowed for these sorts of programs to work much better. Even the image data DLSS is raised on generally comes from the same companies and developers who will then benefit from having DLSS in their game. "AI art" is... the other thing.
 
I’m sorry, but if you’re building your game around RT for convenience and then have to end up baking the lighting in handheld mode, that doesn’t make a ton of sense. You’re just doing a lot of extra work for no reason. Just bake it from the beginning.

Isn't that what all games with the RT feature doing already? All the PC games I own with RT (ok 2), Doom Eternal, and Cyberpunk allow you to turn it off.

...are there any RT only games out yet?... maybe on consoles like spiderman or something?
 
Isn't that what all games with the RT feature doing already? All the PC games I own with RT (ok 2), Doom Eternal, and Cyberpunk allow you to turn it off.

...are there any RT only games out yet?... maybe on consoles like spiderman or something?

This is what most games do yes, Spider-Man and 3 other games have mandatory RT (Immortals, Jedi Survivor, and Lords of the Fallen). I'm talking about a situation where there's mandatory RT in docked mode and no RT in handheld mode which wouldn't make sense.
 
This is what most games do yes, Spider-Man and 3 other games have mandatory RT (Immortals, Jedi Survivor, and Lords of the Fallen). I'm talking about a situation where there's mandatory RT in docked mode and no RT in handheld mode which wouldn't make sense.
why wouldn't it make sense? PC games can turn on and off raytracing already.
 
This is what most games do yes, Spider-Man and 3 other games have mandatory RT (Immortals, Jedi Survivor, and Lords of the Fallen). I'm talking about a situation where there's mandatory RT in docked mode and no RT in handheld mode which wouldn't make sense.

oh... well I don't understand the maths... so maybe it works out if you can RT in docked, the lower res of handheld is still possible with slower clocks...

...but if that isn't the case, I could see RT being the first thing to go. It seems like devs don't have a problem with hybrid development for the second performance setting...
 
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This is what most games do yes, Spider-Man and 3 other games have mandatory RT (Immortals, Jedi Survivor, and Lords of the Fallen). I'm talking about a situation where there's mandatory RT in docked mode and no RT in handheld mode which wouldn't make sense.
you're literally the only person arguing that handheld mode will not get RT in a mandatory RT game and you're basing it on nothing

but if it needs to happen, then they can turn it off or bake lighting. or have the game skip drake

I mean, that doesn't say much. Wonder is a fixed-camera 2D platformer, it's the poster-child for not needing RT. 3D gameplay, especially in open worlds with dynamic weather and time of day, is where RT really comes into its own.
what if Nintendo starts rendering primary view with RT, tho? 👀

I don't expect this to happen except in the indie scene
 
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"Devs might turn it off in handheld mode" is just a very weird statement that makes me doubtful of Necro's entire reporting via this post.

If RT is mandatory, then it was mandatory just to save time. So turning it off in handheld mode would make no sense.

If it's an option in docked mode, I don't really understand why devs would take away the option in handheld mode. If it looks really bad in handheld mode, it probably wouldn't look great in docked mode either so why offer the docked mode option then?
 
am I an imbecile or are there reasons to use RT besides saving dev time
higher fidelity ceiling. there are new techniques that leverage ray tracing that aren't used in rasterization. like restir, which helps remove light count limits. can be used for accurate physics simulation, sound propagation, and whatnot.

that said, it's largely to help save dev time. if you want to use it for gameplay, well, it's kinda been done already since non-rendering ray tracing isn't particularly expensive.
 
am I an imbecile or are there reasons to use RT besides saving dev time
real time reflections, the lighting looks nice if done right. im no dev but thats all that comes to mind as someone who has a 3080 and plays (some) games with RT. Doom Eternal looks REAL NICE. Lots of reflections everywhere, like WHEW. Eye candy game. It's also in Elden Ring and I genuinely cannot tell the difference other than I go from 60fps to 12.
 
As path tracing becomes the norm, I expect games with more dynamic lighting to be the norm and this will probably allow for some gameplay styles to be made much more easily.

Would expect destructible environments to be way easier to make as an example.
 
I feel like ray traced reflections (set to even a lower level) are good enough, ray traced lighting and shadows don't make enough of a difference and can be faked with good baked lighting anyway.
 
I believe the launch version but no knowledge that this has changed since launch.

SSR is enabled in docked mode and disabled in handheld apparently. Jump to 11:40


They added a ton of stuff to Warframe, volumentric lighting, SSR, and performance tweaks especially on the open world, but they re-moved a bunch of visual features when they upgraded the Switch version to their new graphics engine to align with all other platforms. (PS5/Series/PS4/XBONE) , Switch had been the last platform to move off their old graphics engine.

Some are upset motion blur is gone. But right now the game looks significantly better in terms of resolution. The hope is they will add some visual features back in eventually.



With the release of Abyss of Dagath, Warframe on Nintendo Switch now exclusively uses the new Enhanced Graphics Engine! With Enhanced, players enjoy features that are only available with it, such as a new GI volume lighting system, decal system, tattoos, facial hair, and more that help raise the overall quality of Warframe. The next major update in 2023 for Warframe “Whispers In The Wall” was built on all of the features and tools it provides to create a stunning visual experience!

Switch is the last platform that needed to be brought onto the Enhanced Graphics Engine, allowing our teams to focus on working with one graphics engine rather than two (Classic AND Enhanced). It has been the default setting for PC, PS5, and Xbox Series X for quite some time, and for PS4 and Xbox One since Citrine’s Last Wish earlier this year. With Abyss of Dagath, it is now the standard across all console platforms with the retiring of the Classic Graphics Engine.

Due to the Enhanced Graphics Engine’s base settings having a higher quality than the Classic Graphics Engine does with settings enabled, and to ensure performance, the following settings are not available on Nintendo Switch:

  • Motion blur
  • Local Reflections
  • Volumetric Lighting
  • Depth of Field
  • Bloom
  • Ambient Occlusion
 
In other (sorta old?) news, Qualcomm's been waiting till two days from now to announce their Qualcomm Oryon SoC design for laptops, made by the team behind Nuvia. However, their processor... might suck? Like, be really terrible, for entirely self-inflicted reasons.
Not too familiar with SemiAccurate as a source, but from what I've searched, it seems credible enough despite not sounding the part.

Not sure if this really changes anything from the far-off Switch 3 discussion, but the Oryon was sort of poised like the Apple M1, which later found use in tablets. Well, it's certainly not coming to the Switch 3, in its current state anyway.
 
1. It is literally possible for the Switch 2 to do RT
2. RT is a very marginal benefit to consumers at this point in time and is largely a convenience thing for devs at this point
3. The Switch 2 is weak (due to being mobile hardware) and it's not really plausible for devs to give up tons of visual fidelity on effects with a higher marginal benefit to pursue convenience on mobile hardware in most cases (outside of like an indie or low budget 3D game with simple graphics). Their game will look much worse than the competition if they did so.

If devs want to put a "turn on RT and drop 30 FPS and drop a lot in resolution" option in the menu, that's all fine.

I just don't understand the situation where it's an option in docked mode and then the option is turned off in handheld mode. It will look bad regardless.

And if it's mandatory in docked mode but off in handheld mode... That makes less sense.
Sorry if I misread your initial post. I was trying to say RT is possible on handheld (was using SD as an example) but you were arguing that turning RT off in handheld mode doesn't make sense if it's on docked.

Well there's a lot we don't know..

Where did you get this idea that RT will ever be mandatory on switch 2? It definitely won't. I believe it will he toggled on/off like any other graphical feature, or at least treated as a separate performance profile with another that focuses on performance. I mean it's bound to. It's already happening on current consoles. Now if it's already on docked mode as a mode, I could see a mode where it's turned off on handheld for performance reasons. But anyway besides that, there's a lot we don't know about. Could handheld mode have multiple performance profiles that include RT and another mode that prioritizes performance? Maybe. Or they could keep it simple and just have one. I don't know. That would be up to the devs.
 
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Baked lighting is very incompatible with Day/Night Cycle games like the Xenoblade series.
I hope Monolith Soft will move to dynamic lighting with Switch 2.

Yep, these sorts of games are perfect cases for RT, especially RTGI. I'd also want to see RTGI in the next Zelda game, though I'm not 100% sure how it would play with the art style.
 
I believe the launch version but no knowledge that this has changed since launch.

SSR is enabled in docked mode and disabled in handheld apparently. Jump to 11:40


Oh boy, will you be in for a surprise.

Soooo much has changed with current version Switch Warframe that a lot of the compromises that were apparent from launch are now gone. Better, more stable performance and framerate to boot.

It's literally like comparing launch-day ARK Survivor Evolved Switch with post-relaunch ARK Switch. Differences are night and day.

Edit: Missed the PSA about the upgraded engine. But yeah, a lot of the cutbacks on Switch were restored in subsequent updates, along with performance optimizations. Your comparisons aren't really valid anymore.
 

Yeah... if there was any doubt the coloured buttons stuff was just a coincidence this completely removes it. Coloured directional buttons, arranged in a way that when on a sideways left joy-con matches the ABXY buttons on an upright right joy-con? (edit: no they don't, they match each other when they're both sideways) And there's no "sideways colours" variation of the ABXY buttons, implying that these are representing something physical? Switch 2.
 
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I wasn't sold on the button theory - until now. The directional buttons seal it for me. I'll be damn surprised the 2witch doesn't have colored buttons.
 
Yeah... if there was any doubt the coloured buttons stuff was just a coincidence this completely removes it. Coloured directional buttons, arranged in a way that when on a sideways left joy-con matches the ABXY buttons on an upright right joy-con? And there's no "sideways colours" variation of the ABXY buttons, implying that these are representing something physical? Switch 2.
Not sure if this is what you meant, but these colors would line up when each Joy-con is used individually.


pic-bigscreen.png


joycons.png
 

interesting that the d pad colors are set so that they specifically match the color orientation of the YBXA buttons not in normal rotation but ssuch that when both are being used as individual joycons they both share the same orientation per color (e.g. A and "left" being Red which would both be the bottom button in single joycon mode)
 
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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