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StarTopic Future Nintendo Hardware & Technology Speculation & Discussion |ST| (New Staff Post, Please read)

I just want to note that Starfield (a game that will be played mostly on NVIDIA GPUs) doesn't even support RTGI as an option on PC. Starfield is basically the ideal game for RTGI (Not that fast paced, intended for 30 FPS, open-world game with tons of dynamic and varied lighting opportunities) and had a pre-marketing budget of $200m and was always intended for next-gen hardware.
The Xbox has an Nvidia GPU? ;-)
 
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I'd rather have more game RAM available than a feature which realistically very few of the playerbase will actually use.
No I agree with you, but there's a lot of people out there who don't. And I don't know about you but I'd rather not go another 7 years listening to people complain about lack of native voice chat or lack of themes every system update because the ram allotted to the OS is so low
 
Wouldn't that mean equal texture quality to PS5/Series X? The GPU alone would have like 10 GB of shared VRAM available to use, definitely kinda insane.
But does it really even need to match texture quality of current gen? I personally don't think so, considering it's gonna be 3-4 weaker than PS5/X Series X in GPU alone and we're gonna get down ports of them. DLSS will help with some resolution, but running 4k resolution for what might be 1080p to 1440p DLSS'd in docked mode?

The more RAM the merrier, but even I think it would be bizarre if we matched them in RAM amount 😅. I just don't think we need to. RAM bandwidth is more important after 12GB.

Gonna be interesting how much more meaty the OS will be. Lic's proposal of 1.5GB used for OS and video sound about right, work 10.5 for games.
Also, someone please correct me if I'm wrong, but assuming things end up being the way we think they're going to be and the Switch 2 has 12GB of RAM, will this be the first Nintendo console since the GameCube to have more RAM than a competing platform (GameCube had more than the PS2 and Dreamcast, while a theoretical Switch 2 with 12GB of RAM would have more than a Series S)? It would be cool if true
Maybe, but you might as well count bandwidth too, which the series S has Nintendo beat on. Though I think the bigger issue for ports will be CPU.. Here's hoping we get 2Ghz CPU speed wkth A78c and the up to 8mb L3 cache. We need it..

In general, we can say Nintendo has more RAM vs last gen competitors at least.
Ignore comparing absolute bandwidth numbers between the machines. The old AMD GPUs in the PS4 and the PS4 Pro are much more bandwidth hungry than modern GPUs. It's not apples to apples. What you actually want to look at is "bandwidth per TFLOP of compute" and "is this enough bandwidth for the GPU to stay fed."

RTX 30 GPUs all sit at 25-30 GB/s/TFLOP, and the ones at the top of that range perform more consistently than the ones at the bottom (see: shitloads of trawling through Digital Foundry benchmarks).

Consoles also share bandwidth between the CPU and the GPU, and unlike the GPU, T239 will likely use the same clock for the CPU in both modes (because game logic doesn’t scale with resolution).

4 TFLOPS (the PS4 Pro’s number) while docked brings you to 25.5 GB/s/TFLOP, in the underperforming range even before you take out a premium for the CPU.

Handheld is, presumably at 2/3rds the bandwidth (using standard LPDDR clocks). The PS4 is only 1.8 TFLOPS. With less than half the GPU power, and 2/3rds of the bandwidth, we’re obviously in better shape. 37.7 GB/s/TFLOP is well past the top RTX 30 numbers, while leaving plenty of room for the CPU.

So, pushing PS4 level of TFLOPs while keeping the GPU and the CPU fed isn’t a problem in either mode. But past ~3TFLOPS, bandwidth becomes an issue.

Appendix: Why is bandwidth so much lower on modern GPUs?

The GCN GPU used in the PS4 and Xbone was very bandwidth hungry. Credit to @Pokemaniac for explaining this to me. Basically it renders a screen at a time, front to back. For SD resolutions that’s not awful, but on HD or higher screens this is an aggressively cache-unfriendly design. You’re having to fetch the same data over and over again as you retouch it.

Later GPUs, including the one in the Switch, cut the screen into tiles, and can render multiple tiles at a time. The tile size is dynamically selected to fit into cache, so data only needs to be loaded once, and parallel rendering of tiles allows the small amount of bandwidth to be used constantly, instead of bursty load-render-load-render like older GPUs.
Interesting. I didn't know AMD GPUs back then were very bandwidth hungry. I just thought Switch's TX1 was more efficient, especially with the tile based rendering that you mentioned. Though having only twice as much bandwidth as Wii U wasn't enough to port some 720p Wii u games to 1080p.

I forgot.. how did you calculate those numbers again?

Yeah switch with 50 GB/a bandwidth or 34GB/s would have been considerable and much needed. We've seen the significant the performance effects of 34GB/s with a hacked switch.
 
my Samsung A73 5G, have a feature i can increase it RAM trough RAM plus, if the phone came with 6GB of RAM trough RAM plus i can increase it to 8GB RAM, why cant Switch sucessor do the same?
because you need to partition off storage for that to be usable. and even then, it's extremely slow compared to LPDDR5. we're talking magnitudes
 
@oldpuck I have some confusion regarding your T239 calculator. The FLOPS per pixel seems wrong. At 522 MHz handheld with a 1080p screen, it says that handheld would have 0.87 FLOPS per pixel. Yet that would add up to only around 1.8 MFLOPS in total. If it's meant to achieve the purported 1.7 TFLOPS, it'd have to be around 820 kFLOPS per pixel.
 
my Samsung A73 5G, have a feature i can increase it RAM trough RAM plus, if the phone came with 6GB of RAM trough RAM plus i can increase it to 8GB RAM, why cant Switch sucessor do the same?
Virtual Memory isn't really all that new. Long story short, I'd rather Nintendo have as much RAM as they can instead of passing the buck to storage to cover them.
 
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I wouldn't say downports so much as just ports- this isn't a Wii Vs 360 situation, nor a matter of generation. Downport usually means from one gen to the last.
A downport to me is a game ported to much lower spec hardware so The Witcher 3 or DOOM to the original Switch.

Wii games were usually completely different versions of games using different engines to the few PS360 games it got.
 
Maybe, but you might as well count bandwidth too, which the series S has Nintendo beat on. Though I think the bigger issue for ports will be CPU.. Here's hoping we get 2Ghz CPU speed wkth A78c and the up to 8mb L3 cache. We need it..

Depends on the game. With PS4 and Xbox One hanging around for so long, developers have had to keep CPU load under control. Compared to the Jaguar cores, the A78 cores will be a substantial increase in performance. So while they wont be matching Zen, developers have had years and years of experience working with low performance CPU cores. I'm sure CPU load will gain some bloat once PS4 and Xbox One are removed from the equation, but the A78 cores should split the difference enough so that developers can optimize and make strategic cuts allowing the game to run on SNG without any noticeable difference to the player.
 
But does it really even need to match texture quality of current gen? I personally don't think so, considering it's gonna be 3-4 weaker than PS5/X Series X in GPU alone and we're gonna get down ports of them. DLSS will help with some resolution, but running 4k resolution for what might be 1080p to 1440p DLSS'd in docked mode?

The more RAM the merrier, but even I think it would be bizarre if we matched them in RAM amount 😅. I just don't think we need to. RAM bandwidth is more important after 12GB.

Gonna be interesting how much more meaty the OS will be. Lic's proposal of 1.5GB used for OS and video sound about right, work 10.5 for games.

Maybe, but you might as well count bandwidth too, which the series S has Nintendo beat on. Though I think the bigger issue for ports will be CPU.. Here's hoping we get 2Ghz CPU speed wkth A78c and the up to 8mb L3 cache. We need it..

In general, we can say Nintendo has more RAM vs last gen competitors at least.

Interesting. I didn't know AMD GPUs back then were very bandwidth hungry. I just thought Switch's TX1 was more efficient, especially with the tile based rendering that you mentioned. Though having only twice as much bandwidth as Wii U wasn't enough to port some 720p Wii u games to 1080p.

I forgot.. how did you calculate those numbers again?

Yeah switch with 50 GB/a bandwidth or 34GB/s would have been considerable and much needed. We've seen the significant the performance effects of 34GB/s with a hacked switch.
If Switch 2 will have 16GB Ram and it seems now good chance for it, assume then that 2GB will be for OS, Then devs will have 14GB for use what is insane, and 6GB more than they have in Series S
 
I forgot.. how did you calculate those numbers again?
Which numbers? Bandwidth you calculate: (Bud width) * (Memory clock) * (Transfers per clock)

128 bits * 3200 Megahertz * 2 transfers per cycle = 1638400 Mb/s (Megabits per second) = 102 GB/s (Gigabytes per secon)

Yeah switch with 50 GB/a bandwidth or 34GB/s would have been considerable and much needed. We've seen the significant the performance effects of 34GB/s with a hacked switch.
It's actually kinda revealing to think about the Switch in the same terms we think about the NG. The Switch has 25.6GB/s of memory bandwidth. Nvidia GPU's on the same architecture were running ~52 GB/s/TFLOP. For the Switch's 384 GFLOPS, that comes out to ~20 GB/s.

So why was 25.6 GB/s so bad? Well, two reasons. The first is the obvious one - there isn't a lot of room for the CPU in here, especially on games that need to decompress a lot of assets during gameplay. That's why I really want to caution folk about Nintendo eating into the extremes of that bandwidth limit. Those extra TFLOPS will do you know good if they're sitting idle waiting on RAM, or worse, actively fighting with the CPU over the bus.

The second is a little more subtle. The Switch has 4 GB of RAM, and is at least attempting to be a 1080p device. Looking at comparable cards from that era, they're 2 GB VRAM, 3 TFLOP devices. Nintendo is pushing physically based rendering in Zelda for glob's sake. They shouldn't be bandwidth limited, because they shouldn't be able to do this without hitting the GPU compute limit. But the mad lads did it anyway, and lots of other developers followed suit.

@oldpuck I have some confusion regarding your T239 calculator. The FLOPS per pixel seems wrong. At 522 MHz handheld with a 1080p screen, it says that handheld would have 0.87 FLOPS per pixel. Yet that would add up to only around 1.8 MFLOPS in total. If it's meant to achieve the purported 1.7 TFLOPS, it'd have to be around 820 kFLOPS per pixel.
It's entirely possible that is busted to hell. It's been forever since I fiddled with it. Maybe I'll update it shortly!
 
If Switch 2 will have 16GB Ram and it seems now good chance for it, assume then that 2GB will be for OS, Then devs will have 14GB for use what is insane, and 6GB more than they have in Series S

Would extra ram offset the need for fast internal storage? We heard that the Zelda BotW demo at Gamescom had nearly instantaneous loading and the assumption of source was this was due to a SSD drive, but what if it was actually because the entire game world can be loaded into memory? I suppose the question is just how much ram would it take to offset the need for a fast SSD drive?
 
Would extra ram offset the need for fast internal storage? We heard that the Zelda BotW demo at Gamescom had nearly instantaneous loading and the assumption of source was this was due to a SSD drive, but what if it was actually because the entire game world can be loaded into memory? I suppose the question is just how much ram would it take to offset the need for a fast SSD drive?
But Switch already uses Solid State Memory.
 
No I agree with you, but there's a lot of people out there who don't. And I don't know about you but I'd rather not go another 7 years listening to people complain about lack of native voice chat or lack of themes every system update because the ram allotted to the OS is so low
I'm not convinced either of those ARE RAM issues, since 3DS with far less RAM had themes, and DS with EXTREMELY LITTLE RAM had VC in some games. To me I think they're probably a matter of priority. Prioritising the mobile app over built in social features, and prioritising consistency and speed over themes.
 
Would extra ram offset the need for fast internal storage? We heard that the Zelda BotW demo at Gamescom had nearly instantaneous loading and the assumption of source was this was due to a SSD drive, but what if it was actually because the entire game world can be loaded into memory? I suppose the question is just how much ram would it take to offset the need for a fast SSD drive?
To a certain extent, yes. But it's a waste of resources because you're dumping content in RAM that will be used for the next, let's say, 30s - 1m of gameplay, while fetching from the disk the assets for the after portion. Fast Storage let you change content in and out of RAM much faster and thus allow the developers the better utilize the RAM amount.

16GB of RAM would be an extreme amount of RAM for a Switch 2. Nintendo could let devs reserve some amount of RAM (Let's say up to 4GB) as a preemptive instant cache of sorts to hold assets. It would offset a decision to pair Switch 2 with a slower type of Storage, for example.

you're gonna have to define fast, because Drake isn't getting anywhere near other sytems
Pretty much. We don't even have any semblance of clarity with regards to GameCards speeds or external storage solution. Thraktor post about Single Gate 3D NAND showed it with performances around 133MB/s, back in 2017. That's basically MicroSD territory. We can't speculate Switch 2 having 500+MB/s or 1GB/s, 2GB/s of internal storage read speed without any clarity on the others solutions.

I would be fine with MicroSD level of speeds anyway. It's cheap, mass available and fast-ish enough. But the Gamescom demo rumors said instant loading for BoTW...So who knows.
 
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RTX 30 GPUs all sit at 25-30 GB/s/TFLOP, and the ones at the top of that range perform more consistently than the ones at the bottom (see: shitloads of trawling through Digital Foundry benchmarks).

Consoles also share bandwidth between the CPU and the GPU, and unlike the GPU, T239 will likely use the same clock for the CPU in both modes (because game logic doesn’t scale with resolution).

4 TFLOPS (the PS4 Pro’s number) while docked brings you to 25.5 GB/s/TFLOP, in the underperforming range even before you take out a premium for the CPU.

Handheld is, presumably at 2/3rds the bandwidth (using standard LPDDR clocks). The PS4 is only 1.8 TFLOPS. With less than half the GPU power, and 2/3rds of the bandwidth, we’re obviously in better shape. 37.7 GB/s/TFLOP is well past the top RTX 30 numbers, while leaving plenty of room for the CPU.

So, pushing PS4 level of TFLOPs while keeping the GPU and the CPU fed isn’t a problem in either mode. But past ~3TFLOPS, bandwidth becomes an issue.
Unless I'm wrong in thinking that CPU bandwidth requirements wouldn't change much between handheld vs docked, wouldn't current max LPDDR5X speeds keep the GPU better feed in docked vs handheld? So lets say that some abritary figure like 30GB/s is subtracted from the total pool for one particular title (obviously can't say for sure, CPU bandwidth demands are a PiTA to narrow down especially with SoCs/APUs), giving us the figures of 30GB/s per TFLOP when docked vs 28GB/s per TFLOP in portable mode. 6.4gbps docked however would result in just under 21GB/s per TFLOP, which isn't particularly pretty looking compared to most of Desktop Ampere.
 
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I wouldn't say downports so much as just ports- this isn't a Wii Vs 360 situation, nor a matter of generation. Downport usually means from one gen to the last.
Sorry, I should have been careful with my wording. I know it's not a Wii vs 360 situation, and I don't think assets will have to be rebuilt.

I just meant that it's going to be ported with obvious downgrades, like Xbone/PS4 to switch ports. That's what I meant when I said down porting.

Depends on the game. With PS4 and Xbox One hanging around for so long, developers have had to keep CPU load under control. Compared to the Jaguar cores, the A78 cores will be a substantial increase in performance. So while they wont be matching Zen, developers have had years and years of experience working with low performance CPU cores. I'm sure CPU load will gain some bloat once PS4 and Xbox One are removed from the equation, but the A78 cores should split the difference enough so that developers can optimize and make strategic cuts allowing the game to run on SNG without any noticeable difference to the player.
Yeah hopefully the CPU gap is narrower than switch vs PS4.
switch vs PS4.
Which numbers? Bandwidth you calculate: (Bud width) * (Memory clock) * (Transfers per clock)

128 bits * 3200 Megahertz * 2 transfers per cycle = 1638400 Mb/s (Megabits per second) = 102 GB/s (Gigabytes per secon)
Nah I meant how you get the 30 GB/s per TFLOP.
 
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What type of speed are we to expect?
300MB/s-1000MB/s would be my expectation. 300 is stretching it, but if the FDE is effective and fast, it could mean an effective (completely hardware accelerated, CPU independent) 1GB/s after decompression.
 
Sorry, I should have been careful with my wording. I know it's not a Wii vs 360 situation, and I don't think assets will have to be rebuilt.

I just meant that it's going to be ported with obvious downgrades, like Xbone/PS4 to switch ports. That's what I meant when I said down porting.
Given what we know, and some of the rumours, I expect the situation to be a LOT more generous than the Switch Vs PS4 situation. Switch got miracle ports from PS4 from time to time; for Switch 2 I'd expect them to be both more common and more likely to be day and date. We've already had one rumour that 12 months from now, we'll see a lot of games announced to come to Switch 2 at the same time as other platforms.
 
I must remind everyone salivating over Switch 2 using DLSS to 4k every game that not even the PS5 displays all games in native 4k.
Not every game for sure. But what PS5 doesn't do with its mega computational power in a brute force manner and what will be done on a machine that has hardware specifically for high quality upscaling seem pretty unrelated.
What are some examples of what you could theoretically add with a software update without new hardware? Is Ray Reconstruction one?
Perfect example, since it's a new feature that can work even on cards that were starting to release 5 years ago. And not an all-new feature, but the quality of DLSS upscaling has improved over time, with fewer artifacts.
 
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Unless I'm wrong in thinking that CPU bandwidth requirements wouldn't change much between handheld vs docked
You would be correct!

, wouldn't current max LPDDR5X speeds keep the GPU better feed in docked vs handheld?
More bandwidth = GPU better fed, pretty much always, so yes.

The first LPDDR5X RAM was made in November of 2021. T239's design was finalized by March of 2022. I'm not saying 5X is impossible, but it pushes the timeline considerably. And memory bandwidth eats power and generates heat like crazy. I'm not saying its impossible, it just feels incredibly unlikely to me.

So lets say that some abritary figure like 30GB/s is subtracted from the total pool for one particular title (obviously can't say for sure, CPU bandwidth demands are a PiTA to narrow down especially with SoCs/APUs), giving us the figures of 30GB/s per TFLOP when docked vs 28GB/s per TFLOP in portable mode. 6.4gbps docked however would result in just under 21GB/s per TFLOP, which isn't particularly pretty looking compared to most of Desktop Ampere.
Yeah, that looks awful. But whether or not that's a realistic scenario is another question. The Switch itself only has 25.6 GB/s of bandwidth, allocating an entire 30 GB/s for the CPU cluster alone seems like overkill.
 
Yeah hopefully the CPU gap is narrower than switch vs PS4.

Its basically impossible for it not to be. Switch only has three cores available to games where PS4 has 6-7 cores available. While we wont see parity with performance per core, we will see parity with how many cores there are. Whatever work was being down on cores 4-7 on PS4 had to be squeezed onto those three cores on Switch. Its pretty normal for games to load the first few cores pretty heavy and then the rest hum along at 30-50%, and this does lend developers some ability to optimize CPU performance on SNG through improvements to their multi threading. Developers aren't going to do unnecessary work on PS5 and Series consoles, so long as their CPU code is within frame budget, they wont care if 3-4 cores are doing 90% of the work and the rest are nearly idle. However, when moving that game to SNG, if the CPU code is not within the frame time budget, they will look at what task can be moved from the first 3-4 heavily loaded cores onto the additional cores.
 
Its basically impossible for it not to be. Switch only has three cores available to games where PS4 has 6-7 cores available. While we wont see parity with performance per core, we will see parity with how many cores there are. Whatever work was being down on cores 4-7 on PS4 had to be squeezed onto those three cores on Switch. Its pretty normal for games to load the first few cores pretty heavy and then the rest hum along at 30-50%, and this does lend developers some ability to optimize CPU performance on SNG through improvements to their multi threading. Developers aren't going to do unnecessary work on PS5 and Series consoles, so long as their CPU code is within frame budget, they wont care if 3-4 cores are doing 90% of the work and the rest are nearly idle. However, when moving that game to SNG, if the CPU code is not within the frame time budget, they will look at what task can be moved from the first 3-4 heavily loaded cores onto the additional cores.
Even games that hit the CPU limit for NG Switch have more options this time around. More GPU power, tensor cores if they can make it work, they have more RAM (relative to GPU power) and can, say, generate and store tables for common calculations rather than do them on the fly.

It appears NG Switch is in an extremely favourable position as regards optimisation, it just has more wiggle room than Switch, and assuming it's 12 or 16GB, more RAM/FLOP, which will surely help.
 
Even games that hit the CPU limit for NG Switch have more options this time around. More GPU power, tensor cores if they can make it work, they have more RAM (relative to GPU power) and can, say, generate and store tables for common calculations rather than do them on the fly.

It appears NG Switch is in an extremely favourable position as regards optimisation, it just has more wiggle room than Switch, and assuming it's 12 or 16GB, more RAM/FLOP, which will surely help.

I think so too, but it is important to remember that these games do ultimately still need to scale down to portable mode. We tend to focus on the performance gap between the PS5/Series consoles and the docked performance of SNG, but ultimately these games do need to scale down to PS4 levels of performance. We are approaching the time when PS4/X1 support will be dropped for multi platform games, but developers will still be tasked with supporting a very similar performance profile with SNG portable mode.
 
I think so too, but it is important to remember that these games do ultimately still need to scale down to portable mode. We tend to focus on the performance gap between the PS5/Series consoles and the docked performance of SNG, but ultimately these games do need to scale down to PS4 levels of performance. We are approaching the time when PS4/X1 support will be dropped for multi platform games, but developers will still be tasked with supporting a very similar performance profile with SNG portable mode.
A big advantage there is that portable mode has a ceiling of 1080p, which in practice will likely often be 540p before dlss.
 
I think so too, but it is important to remember that these games do ultimately still need to scale down to portable mode. We tend to focus on the performance gap between the PS5/Series consoles and the docked performance of SNG, but ultimately these games do need to scale down to PS4 levels of performance. We are approaching the time when PS4/X1 support will be dropped for multi platform games, but developers will still be tasked with supporting a very similar performance profile with SNG portable mode.
But the added constraints of portable mode EXCLUDE RAM and CPU, just GPU power reduces (though, also likely RAM speed, but to a lesser extent). Meanwhile the render resolution could take a gigantic dip, and is meant to. On Nintendo Switch, that dip was sort of meant to be about 60%, about the difference in pixel count between 1080p and 720p, and about as much as the GPU downclocked.

For NG Switch, we are likely looking at target render resolutions for TV mode being 720, 1080, and/or 1440p depending on the game.

In off-TV modes, those can be 360p, 540p, and 720p.

This is 1/4 of the number of pixels- which makes sense, since the new screen is a quarter of the target output resolution of TV mode.

If anything, handheld mode may see an even bigger advantage on NG Switch. With the GPU downclocking by about 50% and resolution going down 75%!

So the GPU budget per pixel IS probably going to be higher in handheld mode.

It's still a limitation, sure, but it's a pretty rosy looking picture from where I stand.
 
The thing about bleeding edge tech is that it dulls faster than it sells. What's interesting is the ram used and the amount. If Lenovo and many other brands have it, Nintendo is surely higher on that list given their economy of scale.
Shhh!! Silence!! They don’t like spending on RAM and other things because they’re cheap and “Because Nintendo”. Oh, and “Playing With Power” is so 80s, they don’t do that shit anymore. Stop being optimistic, damnit, or you’ll awaken the expectation officers!! 🙄😉

#SassyAngelSuperBitch (It goes without saying that this is some users, but of course this post is sarcastic…)
 
I'm expecting them to (finally) ditch eMMC and go straight to UFS, about 1GB/s.
It’s the strong possibility, primarily because UFS storage has been paired with LPDDR5 RAM in some phone bills of materials, and there are obvious opportunities. Once more, the case for 16GB… It’s also well-understood tech, which wasn’t the case in 2017.
 
Shhh!! Silence!! They don’t like spending on RAM and other things because they’re cheap and “Because Nintendo”. Oh, and “Playing With Power” is so 80s, they don’t do that shit anymore. Stop being optimistic, damnit, or you’ll awaken the expectation officers!! 🙄😉

#SassyAngelSuperBitch (It goes without saying that this is some users, but of course this post is sarcastic…)
Expecting 16GB (Or even more) is more than fine and welcome even. There's strong possibility Nintendo goes with 16GB given RAM prices were dirt cheap not too long ago and others handhelds also use the same amount. What needed to be reigned in is using unrelated tweets for another product or people saying that going with less than 16GB means Switch 2 is doomed. Unrelated tweets are just unrelated tweets and going with 12GB would also be fine. Whatever happens, it will be great.
16GB of RAM would be nuts, but I thought the consensus was 12GB?
12GB RAM consumer and 16GB Devkit was what Necrolipe shared, yes. What people speculate is if Nintendo will bump the RAM amount for consumer Switch 2, not too dissimilar to what they did with 3DS.
if they do 16 instead of 12 How much more expensive would it be? if it makes it like 50 dollars more expensive I dont think they will do it but if its cheap they might
We don't know. Nintendo greatly benefit from economy of scale, so their prices are way discounted compared to others.

One key thing to consider is that iPhone 15 is using 6GB/48Gb 64-bit LPDDR5 module and iPhone is the most massive consumer product every year and makes whatever components they use a commodity. So Nintendo would benefit greatly from using 6GB modules dues to iPhone increasing manufacturing and cheapening prices of said modules from key manufacturers in the industry.
 
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