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

Are you suggesting we create like a Nintendo general discussion thread or something?
Hah, I should have specified I meant a thread where anything goes as long as it's about the successor. But the mods stepped in already, so I don't have more to say.

On the topic of hardware: what do people think the signature colour of the new system (or the Joy-cons and dock, at least) is going to be? One of the easiest ways to visually differentiate the new system even if its general shape stays the same would be to use a colour scheme that the Switch has never had.

I assume we might get a completely black version (which was reserved for devkits in the case of the Switch), but that won't really pop out enough in ads to be the flagship launch edition, I think.
 
How does Nintendo benefit from the use of Mesh Shaders?

I think it's a given that the Switch 2 will support Mesh Shaders since Nvidia's GPUs had hardware support for Mesh Shaders when Turing released in 2018. Does Mesh shaders allow for more complex environments and character models without it being taxing to the GPU?

From what I read on Mesh Shaders from PC Mag:

"TL;DR version to begin with. Mesh shaders let game developers process polygons with far more power and control than the old vertex shaders ever did. So much so, that games of the near future could be throwing billions of triangles around the screen and your GPU will just breeze through it all."



From what I can understand...I may be wrong because my brain is a little dumb with articles like this...Is that Mesh Shaders isn't taxing on the gpu and we can see developers utilize Mesh Shaders in a way to get better visuals over the traditional method Vertex shaders. This could lead to better geometry, environmental details, and character modals.

Would this hardware feature lead to games we may think is impossible to run on the Switch 2 actually run on the Switch 2.

Edit: idk if this question is suitable for this thread or the other switch thread so I do apologize if I crossed the line.
 
Hah, I should have specified I meant a thread where anything goes as long as it's about the successor. But the mods stepped in already, so I don't have more to say.

On the topic of hardware: what do people think the signature colour of the new system is going to be? One of the easiest ways to visually differentiate the new system even if its general shape stays the same would be to use a colour scheme that the Switch has never had.

I assume we might get a completely black version (which was reserved for devkits in the case of the Switch), but that won't really pop out enough in ads to be the flagship launch edition, I think.
My kingdom for an Indigo one
 
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Low-effort posts not related to hardware discussion are strongly discouraged and subject to moderation. - meatbag, MissingNo, Dardan Sandiego
Page Wii. The wait continues.

 


#itshappening


bg,f8f8f8-flat,750x,075,f-pad,750x1000,f8f8f8.jpg
 
Featuring a known sexual abuser (RelaxAlax) in one of his videos after blatantly ignoring the warnings of the victim (& unfollowing said victim, Bobdunga). Scott only removed the cameo after facing pressure from the community to do so, & gave Bobdunga a half-assed apology according to her.

So yeah, fuck Scott the Woz. Protect Black women.
I didn’t even know that he featured Alax in a video (probably because it was removed). How in the hell did he get a TV deal after the fact? Infuriating. Never gonna watch that fucker again.

Also pivoting on-topic again but is it really true that apart from the supposed ‘Super Nintendo Play’ code name there were no hardware related leaks for the last two weeks or so?
 
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Hello, long time lurker here, finally decided to jump in on this conversation after seeing lots of exciting findings over the last few days.

I have a few thoughts to share on the Switch 2 announcement/launch timing.

* Hidden text: cannot be quoted. *


With that out of the way, I'm of the agreement that mass production is starting soon based on the findings here. But I think it's very unlikely that NCL is going to announce or acknowledge the new system during the IR release next week or before the end of the year, so it's best to temper your expectations.

From a business perspective, acknowledging that the next system is coming during the next IR release doesn't make any sense. Q4 is the most profitable quarter for Nintendo and an acknowledgement of the next system will be bad for Switch. An acknowledgement will still make news on mainstream media. The only time Nintendo mentioned or announced a next system in Q4 were the Switch and DS, but those two are exceptions and not the norm. For the former, Wii U was dying so it made no difference, and for the latter, DS was internally seen as a "new concept" neither succeeding the GameCube or GBA. The next system is a direct successor to the Switch, and the Switch is still relatively strong for a console in its seventh year.

* Hidden text: cannot be quoted. *
outside of Japan which is unusually strong because of the weak yen and key markets like the US, Switch hardware sales have been rather bad this year. It's natural, given that the Switch is about to hit its saturation point. I think NCL is seeing the same kind of numbers and downturn trend and thus the reason why you're seeing all the different models and bundles (four) being rushed out in Q4. This is their way of propping up the numbers for Q4 (they need to sell at least 7M in Q4 to have any chance of hitting it) to hit their 15M goal and announcing the next system will interfere with that.

If I were in Nintendo's shoes I would announce the new system in Q1 2024 in order not to jeopardize the holiday sales. Q1 is always weak for Nintendo, sacrificing that quarter will make a smooth transition to the next system. Historically for Q1 Nintendo has announced their next system in March, I think it's still possible for them to announce in January/February but it will depend on what their plans are on the launch timing. All of it will depend on whether they have all the software ready for the next system.

* Hidden text: cannot be quoted. *


My expectation is they will announce in Q1 2024 and release in Q2/Q3 2024, and it will be 3 - 4 months from announcement to launch.
Hidden content is only available for registered users. Sharing it outside of Famiboards is subject to moderation.


Edit: Did Pyoro just casually drop a hint while I was typing this up? NVM, all he did was tweeting his new profile pic.
 
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Low-effort posts not related to hardware discussion are strongly discouraged and subject to moderation. – MissingNo., big lantern ghost, Dardan Sandiego, meatbag
Is the 24hs already passed?
 
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Please refrain from offtopic posts. This includes posting sources of rumors without actual rumors regarding hardware. - meatbag, MissingNo, Dragoncaine, big lantern ghost
Lmao is there still a chance
 
How does Nintendo benefit from the use of Mesh Shaders?

I think it's a given that the Switch 2 will support Mesh Shaders since Nvidia's GPUs had hardware support for Mesh Shaders when Turing released in 2018. Does Mesh shaders allow for more complex environments and character models without it being taxing to the GPU?

From what I read on Mesh Shaders from PC Mag:

"TL;DR version to begin with. Mesh shaders let game developers process polygons with far more power and control than the old vertex shaders ever did. So much so, that games of the near future could be throwing billions of triangles around the screen and your GPU will just breeze through it all."



From what I can understand...I may be wrong because my brain is a little dumb with articles like this...Is that Mesh Shaders isn't taxing on the gpu and we can see developers utilize Mesh Shaders in a way to get better visuals over the traditional method Vertex shaders. This could lead to better geometry, environmental details, and character modals.

Would this hardware feature lead to games we may think is impossible to run on the Switch 2 actually run on the Switch 2.

Edit: idk if this question is suitable for this thread or the other switch thread so I do apologize if I crossed the line.
Basically the benefit is efficiency gains for rasterization, specifically when running games that utilize hardware for mesh shaders. Look at the Digital Foundry video of Alan Wake 2 and its optimized rasterized settings by Alex Battaglia. Towards the end he compares a GTX 1080 Ti, RX 5700 XT, and RTX 2080 in a like-for-like scenario. In terms of traditional raster performance in older games that do not benefit from mesh shader hardware, these GPUs have performance that is similar, but in Alan Wake 2, the RTX 2080 has performance that is more consistent and considerably better than the other two. And this is with hardware-accelerated ray-tracing disabled.

Basically mesh shaders are a more efficient shading paradigm compared to traditional vertex shaders. If what necrolipe was saying about ray-tracing being common on NG is true, that would mean that Nintendo would also have to maximize raster efficiency since the better performance you have in rasterization, the more headroom you have to implement ray-tracing. So yes, mesh shaders are key to that. It’s no mistake that DX12 Ultimate, Microsoft’s current-gen API designed around ray-tracing and upscaling technologies also supports mesh shaders.
 
How does Nintendo benefit from the use of Mesh Shaders?

I think it's a given that the Switch 2 will support Mesh Shaders since Nvidia's GPUs had hardware support for Mesh Shaders when Turing released in 2018. Does Mesh shaders allow for more complex environments and character models without it being taxing to the GPU?

From what I read on Mesh Shaders from PC Mag:

"TL;DR version to begin with. Mesh shaders let game developers process polygons with far more power and control than the old vertex shaders ever did. So much so, that games of the near future could be throwing billions of triangles around the screen and your GPU will just breeze through it all."



From what I can understand...I may be wrong because my brain is a little dumb with articles like this...Is that Mesh Shaders isn't taxing on the gpu and we can see developers utilize Mesh Shaders in a way to get better visuals over the traditional method Vertex shaders. This could lead to better geometry, environmental details, and character modals.

Would this hardware feature lead to games we may think is impossible to run on the Switch 2 actually run on the Switch 2.

Edit: idk if this question is suitable for this thread or the other switch thread so I do apologize if I crossed the line.
yea, it can definitely lead to better looking games. the high level of mesh shaders is that it squashes the old geometry pipeline into a simpler pipeline that's much more flexible to the developer's whims. with that simplification, devs can program finer grain culling that allows for more polygons on screen, so models can be much more detailed without taking up more resources. they can generate polygons on the fly, so you don't have to create and store a mesh in storage or ram. geometry to the developer's content.

despite what people might think, Nintendo's "simpler styles" can still use more geometry. if they want Mario to have that rounded CGI look, they need more polygons. and Zelda can finally have rocks that don't look like blobs any more
 
The thing is, Pyoro is never on twitter unless they have something to leak. And the timing for this is extremely sus too. Maybe some birds will sing for us soon
His timing being near the release of a Warioware game.

Look, I appreciate the optimism with this, but until he actually says something, I'm not going to lost another 3 hours and a half of sleep waiting for an announcement... At least the copium from last night was kind of funny.

Leakers sneezing doesn't mean there's something big. Just because Snitch or Pyoro typed letters, doesn't mean there will be something big soon.
 
How does Nintendo benefit from the use of Mesh Shaders?

I think it's a given that the Switch 2 will support Mesh Shaders since Nvidia's GPUs had hardware support for Mesh Shaders when Turing released in 2018. Does Mesh shaders allow for more complex environments and character models without it being taxing to the GPU?

From what I read on Mesh Shaders from PC Mag:

"TL;DR version to begin with. Mesh shaders let game developers process polygons with far more power and control than the old vertex shaders ever did. So much so, that games of the near future could be throwing billions of triangles around the screen and your GPU will just breeze through it all."



From what I can understand...I may be wrong because my brain is a little dumb with articles like this...Is that Mesh Shaders isn't taxing on the gpu and we can see developers utilize Mesh Shaders in a way to get better visuals over the traditional method Vertex shaders. This could lead to better geometry, environmental details, and character modals.

Would this hardware feature lead to games we may think is impossible to run on the Switch 2 actually run on the Switch 2.

Edit: idk if this question is suitable for this thread or the other switch thread so I do apologize if I crossed the line.

Don't worry, your question is entirely on topic for this thread (in fact pretty much the only on-topic post in the last 10 pages). It's a Hardware & Technology thread, so questions on graphics technologies like mesh shaders are welcome.
 
Is it didn't know, or don't give a shit?
Both?
Warioware isn't all that popular as a series compared to many others and the hype surrounding this one was kinda overshadowed by the fact that a brand new 2d Mario game released a couple of weeks ago. Kinda clear to see what happened here.
 
Back on the actual topic of hardware speculation: The current expectation is that the next Switch will come with LCD screens in order to save costs, and so we're most likely to see an OLED model later down the line. Do you all expect for the Switch 2 hardware line to basically be a repeat of the original Switch in which we have multiple form factors but functionality identical performance characteristics:
  1. Base model
  2. Lite model
  3. OLED model
I'm not sure if Nintendo plans to do an actual mid-generation update, and I can't think of a particularly strong incentive to do so given how successful the original Switch hardware lineup worked out.
due to Switch Lite been the Switch model that sell the least, Nintendo might launch Switch sucessor as base model, and some years later then launch a OLED model for Nintendo next hardware
 
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I mean even still Pyoro changing their pfp to the new Pyoro from the new game with Pyoro should've triggered a response of "oh yeah the new game with Pyoro is coming out" instead of "hint?????"

I did not know who or what a Pyoro was until somebody mentioned it on this page just now.
 
Both?
Warioware isn't all that popular as a series compared to many others and the hype surrounding this one was kinda overshadowed by the fact that a brand new 2d Mario game released a couple of weeks ago. Kinda clear to see what happened here.
i would be more hyped if instead of another WarioWare, Nintendo has anounced a Wario Land or even a Wario World 2, this would be worthy be hyped for a new Wario game
 
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I mean even still Pyoro changing their pfp to the new Pyoro from the new game with Pyoro should've triggered a response of "oh yeah the new game with Pyoro is coming out" instead of "hint?????"
everything is gonna be a hint until the 7th.

People just need to chill and not jump on tiny things(or nothing at all) like a nintendo youtuber.
 
How does Nintendo benefit from the use of Mesh Shaders?

I think it's a given that the Switch 2 will support Mesh Shaders since Nvidia's GPUs had hardware support for Mesh Shaders when Turing released in 2018. Does Mesh shaders allow for more complex environments and character models without it being taxing to the GPU?

From what I read on Mesh Shaders from PC Mag:

"TL;DR version to begin with. Mesh shaders let game developers process polygons with far more power and control than the old vertex shaders ever did. So much so, that games of the near future could be throwing billions of triangles around the screen and your GPU will just breeze through it all."



From what I can understand...I may be wrong because my brain is a little dumb with articles like this...Is that Mesh Shaders isn't taxing on the gpu and we can see developers utilize Mesh Shaders in a way to get better visuals over the traditional method Vertex shaders. This could lead to better geometry, environmental details, and character modals.

Would this hardware feature lead to games we may think is impossible to run on the Switch 2 actually run on the Switch 2.

Edit: idk if this question is suitable for this thread or the other switch thread so I do apologize if I crossed the line.
IMO this is fine because it relates to the hardware that is within the device itself. With mesh shaders, games of the PS5/ Series X/Series S would be easier to bring to Drake without having to do as aggressive cuts, the GPU will bette handle the geometry in a more efficient manner that reduces memory bandwidth constraint and memory footprint compared to the last generation of systems. So you can do more with less relative to say, the PS4 or XB1. With mesh shader, culling is also more efficient or feasible: you have what you need, you don’t show what you don’t see so it’s not needed, hence more efficient.

Also allows for more complex geometry and environments for say, xenoblade. So, to use another example even if they’ll probably still mess it up, a series like Pokemon which has a lot of creatures moving about as of the most recent game to attempt to make the world believable can make excellent use of Mesh Shaders/Task Shaders to achieve the goal while also not absolutely tanking the framerate as much as SV did.

And can fit higher textures and other things to make the world look better or more believable and cohesive.

Though in their case that’s not a miracle that they need.
 
Posts not related to hardware discussion are strongly discouraged and subject to moderation. - meatbag, Dardan Sandiego, MissingNo
I made fun of the idea that Nintendo would announce the Switch 2 today because they wouldn't want to bury Wario Ware, but then Nintendo ended the preview embargo of SMRPG today.

These sickos fucking hate Wario Ware.
 
IMO this is fine because it relates to the hardware that is within the device itself. With mesh shaders, games of the PS5/ Series X/Series S would be easier to bring to Drake without having to do as aggressive cuts, the GPU will bette handle the geometry in a more efficient manner that reduces memory bandwidth constraint and memory footprint compared to the last generation of systems. So you can do more with less relative to say, the PS4 or XB1. With mesh shader, culling is also more efficient or feasible: you have what you need, you don’t show what you don’t see so it’s not needed, hence more efficient.

Also allows for more complex geometry and environments for say, xenoblade. So, to use another example even if they’ll probably still mess it up, a series like Pokemon which has a lot of creatures moving about as of the most recent game to attempt to make the world believable can make excellent use of Mesh Shaders/Task Shaders to achieve the goal while also not absolutely tanking the framerate as much as SV did.

And can fit higher textures and other things to make the world look better or more believable and cohesive.

Though in their case that’s not a miracle that they need.
are there performance differences between amd and nvidia when it comes to mesh shading? is it anything like raytracing where the t239 may actually be competitive with the ps5/xsx?
 
are there performance differences between amd and nvidia when it comes to mesh shading? is it anything like raytracing where the t239 may actually be competitive with the ps5/xsx?

Both use mesh shaders. The PS5 uses something weird that is slightly different from mesh shaders, but the performance gap is apparently not large at all.
 
Hello, long time lurker here, finally decided to jump in on this conversation after seeing lots of exciting findings over the last few days.
this post is far too grounded & sensible. which probably means it's totally on the money.

i expect the launch to be at the start of the next FY, could mean anytime between May-Summer potentially. definitely not March.

it's looking increasingly likely that the March date is going to be a software blow-out, hence why it would be relevant to third-party devs. 3-4 months is more than long enough between this event and release.

this leaves us with with the various things that point to imminent mass production & a potential reveal (presumably involving software if we're giving any weight to the amiibo theory).

leaves us with a few scenarios:

  • mass production isn't about to begin but will do sometime at the start of next year. radio silence.
  • mass production is about to begin and Nintendo will say something very minor at the Investor Call. they run the risk of Funcles/Buncles etc scooping something although they don't seem to be saying much lately (silenced?). cmon Funcles where are you???
  • announcement as production begins in November. we're shown a trailer revealing the look of the system, features and a preview of selected first party launch titles (games relevant to the amiibo restocks). launches May/June.
  • same as the above but more extensive reveal including selected third party titles. March date could be a submission deadline for launch titles with more trusted partners having their games ready some time ago.
 
Low-effort posts not related to hardware discussion are strongly discouraged and subject to moderation. – MissingNo., Dardan Sandiego, meatbag


I'm 50/50 on an announcement next week. It's my birthday so it would be a nice surprise.
 
Both use mesh shaders. The PS5 uses something weird that is slightly different from mesh shaders, but the performance gap is apparently not large at all.
yeh i know that both amd and nvidia have mesh shading, im asking if theres any known difference in performance between their methods of mesh shading like there is with raytracing
 
How does Nintendo benefit from the use of Mesh Shaders?

I think it's a given that the Switch 2 will support Mesh Shaders since Nvidia's GPUs had hardware support for Mesh Shaders when Turing released in 2018. Does Mesh shaders allow for more complex environments and character models without it being taxing to the GPU?

From what I read on Mesh Shaders from PC Mag:

"TL;DR version to begin with. Mesh shaders let game developers process polygons with far more power and control than the old vertex shaders ever did. So much so, that games of the near future could be throwing billions of triangles around the screen and your GPU will just breeze through it all."



From what I can understand...I may be wrong because my brain is a little dumb with articles like this...Is that Mesh Shaders isn't taxing on the gpu and we can see developers utilize Mesh Shaders in a way to get better visuals over the traditional method Vertex shaders. This could lead to better geometry, environmental details, and character modals.

Would this hardware feature lead to games we may think is impossible to run on the Switch 2 actually run on the Switch 2.

Edit: idk if this question is suitable for this thread or the other switch thread so I do apologize if I crossed the line.
To be 100% honest, I too do not understand what Mesh Shaders exactly are, but here's a tangible way to know why they are really important:



At the 15:00 mark, Alex from DF showcases a comparison between GPUs that do and do not support Mesh Shaders. On paper, these GPUs should be comparable, but comparing them head-to-head like this, it's obvious that Mesh Shaders play a huge role on why AW2 can have so much geometric detail (as Alex points out).
 
Low-effort posts not related to hardware discussion are strongly discouraged and subject to moderation. - meatbag, Dardan Sandiego, MissingNo
I made fun of the idea that Nintendo would announce the Switch 2 today because they wouldn't want to bury Wario Ware, but then Nintendo ended the preview embargo of SMRPG today.

These sickos fucking hate Wario Ware.
wario when he sees nintendo doing wario erasure:
wario-wario-what.gif
 
PS5 has primitive shaders fwiw, which aren’t 100% DX12U compliant (but PS5 also doesn’t use DX12U so it’s a bit of a wash) which is what Mesh Shaders are, but it’s in that general direction, so close enough



Sebastian
Primitive shaders are mesh shaders. It's AMDs internal name for the same feature. The first implementation didn't match PC DX12 perfectly and was not exposed. Sony still calls this feature Primitive Shaders.

There's minor HW differences, which can be seen in Vulkan discussions.



Locuza replying to Sebastian
Primitive Shaders (NGG) was first implemented in GCN5, partially re-written again with RDNA1.
However, RDNA1 is lacking per-primitive output, so neither in DX12 or Vulkan Mesh Shaders are supported.
It requires >= RDNA2 (GFX10.3).
So many discussions boil down to the question if



Locuza continuing his previous tweet:
the PS5 is rather aligned to RDNA1 or to RDNA2 and if the lack of per primitive output has any major implications?
There are also discussions about compute shader fallbacks and what the limitations would be.
One could probably also mention that still not all features..



Locuza continuing his previous tweet:
of Mesh Shaders map well to RDNA2 hw, as they lack native support to output more than one vertex/primitive per thread, which is one of the improvements of RDNA3 hw.
So, how does this impact practical performance and productive use cases?



Sebastian replying to Locuza at the end.
Per-primitive output is very handy. I am glad that Microsoft didn't cave-in. One of the bottlenecks of the old pipelines is lack of per-primitive data, and the hacks around that are not pretty.


Put in the chain of tweets for those who don’t have Tw*tter
 
Basically the benefit is efficiency gains for rasterization, specifically when running games that utilize hardware for mesh shaders. Look at the Digital Foundry video of Alan Wake 2 and its optimized rasterized settings by Alex Battaglia. Towards the end he compares a GTX 1080 Ti, RX 5700 XT, and RTX 2080 in a like-for-like scenario. In terms of traditional raster performance in older games that do not benefit from mesh shader hardware, these GPUs have performance that is similar, but in Alan Wake 2, the RTX 2080 has performance that is more consistent and considerably better than the other two. And this is with hardware-accelerated ray-tracing disabled.

Basically mesh shaders are a more efficient shading paradigm compared to traditional vertex shaders. If what necrolipe was saying about ray-tracing being common on NG is true, that would mean that Nintendo would also have to maximize raster efficiency since the better performance you have in rasterization, the more headroom you have to implement ray-tracing. So yes, mesh shaders are key to that. It’s no mistake that DX12 Ultimate, Microsoft’s current-gen API designed around ray-tracing and upscaling technologies also supports mesh shaders.
I was having a hard time understanding what Necrolipe meant about RT being common on the NG because in my mind I don't see Nintendo having enough RT cores to make it effective but with other hardware techniques Nintendo and other 3rd parties have at their disposal they could make RT work if the utilize the resources saved from using mesh shaders over the traditional vertex shaders, RR, and DLSS to make RT playable in Nintendo games.

yea, it can definitely lead to better looking games. the high level of mesh shaders is that it squashes the old geometry pipeline into a simpler pipeline that's much more flexible to the developer's whims. with that simplification, devs can program finer grain culling that allows for more polygons on screen, so models can be much more detailed without taking up more resources. they can generate polygons on the fly, so you don't have to create and store a mesh in storage or ram. geometry to the developer's content.

despite what people might think, Nintendo's "simpler styles" can still use more geometry. if they want Mario to have that rounded CGI look, they need more polygons. and Zelda can finally have rocks that don't look like blobs any more
ILikeFeet thank you for simplifying it for me, with the new hardware features the Switch 2 supports. I am now understanding the saying of working smarter and not harder when it comes to game development. If this means we will see more complex rocks in zelda games I am all for it!!!
To be 100% honest, I too do not understand what Mesh Shaders exactly are, but here's a tangible way to know why they are really important:



At the 15:00 mark, Alex from DF showcases a comparison between GPUs that do and do not support Mesh Shaders. On paper, these GPUs should be comparable, but comparing them head-to-head like this, it's obvious that Mesh Shaders play a huge role on why AW2 can have so much geometric detail (as Alex points out).

Thank you for sharing this with me, I didn't realize the Ps5 does not support Mesh Shaders but instead they use Primitive shaders. This could best explain some of the frame rate differences between the Series X and ps5. What excited me the most in this video is the fact the Series S didn't sacrifice too much in terms of graphical fidelity in comparison to the Series X performance mode. It makes me feel like we could see very similar performance between the Series S and the switch 2 if Alan Wake 2 is ported over to it.
 
are there performance differences between amd and nvidia when it comes to mesh shading? is it anything like raytracing where the t239 may actually be competitive with the ps5/xsx?
there is a performance difference, but it's not much.

I was having a hard time understanding what Necrolipe meant about RT being common on the NG because in my mind I don't see Nintendo having enough RT cores to make it effective but with other hardware techniques Nintendo and other 3rd parties have at their disposal they could make RT work if the utilize the resources saved from using mesh shaders over the traditional vertex shaders, RR, and DLSS to make RT playable in Nintendo games.
the number of RT cores isn't as important as you think. it's important, but in the context of too few, it's not. what's important is the data that the RT cores work on. the cores do testing and traversal of a BVH data structure. if the data structure is large, 12 RT cores would take more time than a higher clock or larger quantity of RT cores. but games built for Drake or games with scalability in mind will have smaller BVHs or alternative data structures (probes, voxels, surface caches, etc)
 
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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