Meelow
Koopa
- Pronouns
- He/Him
Nothin will happen for 2.5 weeks minimum
I disagree, I think the Switch 2 will be announced on January 1st at 12:01AM. And If it isn't, then it's DOA.
Nothin will happen for 2.5 weeks minimum
RIP Nintendo.I disagree, I think the Switch 2 will be announced on January 1st at 12:01AM. And If it isn't, then it's DOA.
RIP Nintendo.
do you play a lot of splatoon? because that sounds kind of horrible to meI mean
The ink shot can start shooting at the first degree of motion on an analog trigger
Nothing got exfil'd. Someone had access for 48Hrs and attempted to exfil 900GB of data but was stoppedDid ubisoft just got hacked? I wonder if there's any implication regarding this thread.
If they're analogue triggers in the traditional sense, I absolutely will. Pressure sensitive, sure, but Splatoon needs that instant click, as do a lot of shooters.
heck, real guns have variable trigger pressures. analog triggers could be used to provide additional mechanical variation between weapons.So if it’s about the amount of travel in the trigger, a gun shouldn’t have to require a full depress to execute a fire command on a controller.
heck, real guns have variable trigger pressures. analog triggers could be used to provide additional mechanical variation between weapons.
I... Never said that they don't have any input until fully depressed?I will say in defense of analog triggers, even though I just got done defending against it, it’s not as though analog triggers don’t have any input when you light press them, and only provide an input when fully depressed.
This is one of the best parts of RE Village on PS5.heck, real guns have variable trigger pressures. analog triggers could be used to provide additional mechanical variation between weapons.
Capacitive pressure sensitive shoulder buttons could do that! Or even just pressure sensitive triggers. Not enough pressure to depress the digital switch, but enough to be sensed, hair trigger.And then with a six-shooter, got that hair trigger.
So you're telling me we could have a game with a Steyr AUG that has a realistic progressive trigger? Sold.heck, real guns have variable trigger pressures. analog triggers could be used to provide additional mechanical variation between weapons.
The solution to this wasn't "never add analog sticks to controllers" or "control 3D platformers with pressure sensitive d-pad", though.100% agree. Shooting with analog triggers is like using an analog stick over a D-pad for binary left/right movement in a 2D platformer. It works, but it feels bad.
And open world games with cars, at least for me , I love driving in GTA5 with moderate speed.Well, analog triggers are only better than their digital counterparts in racing sims, which are practically niche games today.
Comparing pressure sensitivity rather than linear resistivity to pressure sensitive four way directional buttons rather than 360 degree input is a false equivalence. Pressure sensitivity has a different physical response but the same (or more) degrees of input compared to a linear trigger, that's not true for a pressure sensitive d-pad. That's just not engaging with the problem in a genuine way.The solution to this wasn't "never add analog sticks to controllers" or "control 3D platformers with pressure sensitive d-pad", though.
I... Never said that they don't have any input until fully depressed?
I'm saying that the instant click benefits shooters. Made very plainly obvious by, as I said, "Elite" controllers that have a switch to nix the analogue part of the triggers.
As others have pointed out, it's also bad for rhythm games that use it, which are more than you might think.
Splatoon's squeezers and chargers can't just be adapted to work with marshmallows for triggers, the gameplay is designed with the digital triggers in mind. If you try to make them all work with the same degree of input, that's going to be... Bad?
So the question remains unanswered, why would they make one of the biggest franchises worse, when it also presents other challenges?
Other challenges that nobody seems to have even considered, people are just focussed on the gameplay implementation, as if that can't be done with pressure sensitivity. It feels like people just want "the done thing" without consideration for how it works in gameplay - but of all companies, ignoring gameplay to do "the done thing" is not something one can reasonably expect of Nintendo.
Perhaps I’m not understanding here?
You said the instant clickiness benefits more competitive shooters, which is true. I’m not going to argue that. Though I did say it is just as easily possible for analog triggers to provide an input the moment it is slightly pressed, so it acts like a digital trigger. Now, you’re likely talking about the “travel” of the trigger more than anything, hence why switching aim/fire inputs to be part of the L1/R1 buttons aka shoulder buttons.
To your own question I bolded, one explanation I can think of it’s not just about Nintendo here? Say Nintendo decides to make the triggers analog/pressure (variable is the key distinction here), it might be more about how other developers wanted this feature, or heavily requested it. How does that affect an IP like Splatoon? I think like most games out there, they’ll adapt some way or another, whether we like the changes or not.
To your last question about Pressure sensitive buttons/triggers, I’m also not against it. But I’m also a little confused on the wording. I mention gameplay implementation because…that’s the only thing that matters? I guess What am I missing from your question?
Not trying to make things heated btw. Just having a conversation.
Personally my preference would be to leave ZL and ZR alone, and make L and R fancy pants multi-input buttons. Capacitance for a hair trigger response and scrolling shoulder buttons, the classic digital click for most games, and then pressure sensitivity after that.Any game that requires quick input from triggers would be immediately ruined, like basically every rhythm game that uses ZL/ZR.
I still think pressure-sensitive digital triggers are the way to go for the best of both worlds, though.
Because I despise pressure sensitive buttons even more than analog triggers. PS2 and PS3 tried them and they all feel worse than analog triggers. Hell, even though the DualShock 3 had pressure sensitive buttons on L1/R1, L2/R2 still moved to analog triggers.Other challenges that nobody seems to have even considered, people are just focussed on the gameplay implementation, as if that can't be done with pressure sensitivity. It feels like people just want "the done thing" without consideration for how it works in gameplay - but of all companies, ignoring gameplay to do "the done thing" is not something one can reasonably expect of Nintendo.
If you wanted to do "30% up, 50% right" or any other arbitrary direction/force with pressure sensitive d-pad you could, it would just be hella more difficult and stupid. The simpler solution and one that won out was just sticking both a regular d-pad and regular analog stick side by the side. The same basic solution for shoulders in place on GameCube and by now standardized on MS/Sony controllers.Comparing pressure sensitivity rather than linear resistivity to pressure sensitive four way directional buttons rather than 360 degree input is a false equivalence. Pressure sensitivity has a different physical response but the same (or more) degrees of input compared to a linear trigger, that's not true for a pressure sensitive d-pad. That's just not engaging with the problem in a genuine way.
Do you think Nintendo can use M2 2230 NVMe drives for storage expansion while having UFS 3.1 for the main internal storage solution. This could help alleviate slow read speeds from microSD for Switch 2 games, in addition with NVMe having low power consumptions (1 Watt) based on read speeds.I'd still say UFS is much more likely for internal storage, just as it's a better fit for Nintendo's use-case, but I wouldn't rule out NVMe on power consumption grounds, which I would have before.
It solves the mystery of why UFS drives are so much more efficient than NVMe drives, though: they're not, I've just been comparing the wrong numbers. Samsung's claims for the power efficiency of their UFS 4.0 parts are "6.0Mbps per 1mA of sequential read speed", which is a like-for-like comparison to the read power for the NVMe drives I was looking at, and comes to 920mW, which would be 4.6GB/s per Watt. The SN770M hits around 5GB/s per Watt, and the MP600 Mini around 4.8GB/s per Watt, so they're all in the same ballpark.
This is good info from what Thraktor posted earlier and it had me thinking about Nintendo possibly utilizing this for expansion purposes. Do you think Nintendo can use M2 2230 NVMe drives for storage expansion while having UFS 3.1 for the main internal storage solution. This could help alleviate slow read speeds from microSD for Switch 2 games, in addition with NVMe having low power consumptions (1 Watt based on graph) based on read speeds. I could see Nintendo providing 128-256 GB of UFS storage while having the consumer relying on NVMe for expanding Switch 2's storage. It may also explain that if the rumor screen is larger, they may be able to accommodate NVMe support for a slightly larger form factor.I've been reading through reviews of some M.2 2230 drives recently (considering upgrading my Steam Deck), and I've realised that modern NVMe drives are actually a lot more power-efficient than I thought for gaming use cases, like the Steam Deck, or, hypothetically, a Switch 2.
Here are two reviews of recently released PCIe 4.0 2230 drives; the WD Black SN770M and the Corsair MP600 Mini. In particular, I'd like to focus on these two graphs, plotting sequential read and write speeds against power consumption:
Both of these drives, with sequential reads and sufficient block size/queue depth, are faster than PS5's SSD. They also both consume less than 1.5W when reading, even at full speed, with the SN770M topping out at 1.2W and the MP600 Mini hitting a peak of 1.4W. (Power consumption under random reads is the same, by the way).
These graphs really highlight why peak power consumption for SSDs isn't a relevant metric for gaming. The SN770M peaks at 4.7W, and the MP600 Mini at 3.6W, but that's only under extremely fast writes, which don't happen in a gaming use-case. The most intensive writes you're going to get will be downloading games or patches, but they'll be limited to a tiny fraction of the drive's performance by your internet connection. Even if you have 1Gb/s broadband, and the server can keep up, you're going to hit at most 125MB/s, which is on the very far left of these graphs. That's under 1.5W on both drives.
Another interesting thing is that the power consumption of reads is basically flat w.r.t. speeds on both devices. The SN770M consumes 1W up to about 2.2GB/s, then 1.1W up to 6GB/s, and 1.2W at the very peak. The MP600 Mini consumes 1.3W at very low read speeds, and then 1.4W all the way from 500MB/s to 6.8GB/s. This is pretty surprising to me, as I would have expected some kind of slope here. Not as steep a slope as for writes, where the flash controller has a lot more work to do (wear levelling, etc.), but some kind of meaningfully increased power draw as speeds increase. I definitely wouldn't have expected a drive to draw 1.0W at 100MB/s and 1.1W at 6GB/s, which is basically within the margin of error power difference for a 60x difference in speed.
One result of this is that there aren't any power savings to be made by throttling the drive down, say by running it on only 1 or 2 PCIe lanes. For the MP600 Mini, the power consumption at 1.75GB/s (1 lane) or 3.5GB/s (2 lanes) is literally identical to running at full speed on 4 lanes, and on the SN770M it's only marginally different. In fact, if the system isn't bottlenecked elsewhere, they should be more power efficient to run at full speed, as data can be loaded quickly and the drive can return to a sleep state quicker.
Speaking of sleep states, that's one area where the two drives differ quite a lot. With PCIe low-power states enabled, the MP600 Mini consumes just 92mW when idle, whereas the SN770M consumes 989mW, which is far higher, and pretty much the same power it draws when reading at up to 2GB/s. Because gaming workloads are bursty, the drive will spend the majority of its time idle, so the MP600 Mini is actually the better pick for power efficiency, despite its higher power draw while reading. The SN770M has an OEM version called the SN740, which WD claims has "average active power" (basically idle power) of 65mW, so I'd guess that the gaming-oriented SN770M has its firmware configured to prevent it from properly entering sleep states.
Despite this, I still think eUFS is far, far more likely for Switch 2 than an NVMe drive. A major factor here is that a UFS module simply takes up a lot less space than an M.2 2230 drive. For a space-constrained device like the Switch, that's something Nintendo will be very conscious of. BGA NVMe drives were a thing, but it seems like they didn't really take off, and as far as I can tell neither Samsung nor Kioxia (who had both pushed the format) have BGA NVMe drives still in production. For reference, from what I've read, UFS peaks at around 1W for UFS 3 or 4, and around 1.65W for UFS 2.
It probably gives us a very good idea of PCIe 4.0 CFexpress card power consumption, though. The MP600 Mini uses the Phison E21 controller, which is used in basically every current 2230 drive outside of WD and Samsung (who design controllers in-house), so is likely to be the standard for PCIe 4.0 CFe cards as well. The SN770M uses WD's in-house 20-82-10081 controller, which is almost certainly what they'll use for Sandisk's PCIe 4.0 CFe cards. For a CFe Type A card with read speeds of ~1.75GB/s, that would put peak read power consumption at 1.0W for Sandisk cards and 1.4W for non-Sandisk cards.
The travel is the problem, not just how much pressure it takes to make an input.
Nintendo's own games matter more to Nintendo than third parties, especially when it comes to console design.
Gameplay is also, objectively, not the only thing that matters. The console's design, appeal, size, and comfort matters. The classical approach of a big squishy linear analogue trigger presents a design challenge AND makes Nintendo's OWN games less responsive. That is a ridiculous trade, and they know that. It's easier to go with their tried and true kind of trigger, and its relatively compact size and quick response, and if they want to add analogue input, they can do that without sacrificing feel, nor responsiveness, nor size, with pressure sensitivity.
It's not merely that analogue input is worse- I never argued that in a vacuum, but that linear, squishy analogue triggers are bad, especially for major Nintendo games (for instance, Mario Kart 8), because they are. It's that yes an analogue input is good, no, the spring loaded, long travel triggers we see on other platforms doesn't work for Nintendo's purposes.
To reiterate, harder to design, bulkier, and with a worse response that affects Nintendo's own games, that isn't something Nintendo is likely to do. Especially when alternatives exist where they can have their variable input without sacrificing the physical response of digital.
Thats 100% sure the case anyway, we don't need a hack to prove it.Not that i condone hacking or anything but if Ubisoft were to get hacked, wouldn't that lead to possibly proving they are already developing games for the next Switch and also potentially its codename
We already know Ubisoft is developing for the Switch 2, and a few members here already know the codename. I imagine there would be a lot more information than that, but I haven't even heard of this until now (and it seems people are saying that nothing actually leaked?)Not that i condone hacking or anything but if Ubisoft were to get hacked, wouldn't that lead to possibly proving they are already developing games for the next Switch and also potentially its codename
The only thing that concerns me about the flashcart is that it implies fake Switch cartridges are also now possible, which will be really annoying in the future when trying to buy second-hand Switch gamesAnd now people on Twitter are doomposting about how a Switch flash drive will mean no backwards compatibility for Switch 2
i believe by 2025, the next Mario Kart, Kirby most be ready to release on Switch sucessor3D Mario definitely. Nintendo planning for TOTK to release on Switch probably meant they didn't think it was worth putting a new 3D Mario on Switch and that they wanted to make sure a big ip would be available at launch.
Switch sucessor must be finalized or near finalized, for Nintendo to change aspect of it, i would not worry about thatAnd now people on Twitter are doomposting about how a Switch flash drive will mean no backwards compatibility for Switch 2
Ubisoft almost got hackedDid ubisoft just got hacked? I wonder if there's any implication regarding this thread.
there was no data stolen, as the hacker got locked out when trying to extract that 900GB worth of dataWhat's this about a Ubisoft leak/hack? I've only seen one tweet referencing 800-900GB of data stolen but absolutely no other context nor any news on it otherwise
I play theatrhythm with ZL and ZR and it would be hell on a PS controller. Same with Taiko but since I play taiko a lot on PS I decided to use face buttons for consistencyAny game that requires quick input from triggers would be immediately ruined, like basically every rhythm game that uses ZL/ZR.
I still think pressure-sensitive digital triggers are the way to go for the best of both worlds, though.
At this point it's probably safe to say any publisher not working with the next Switch is either quite small/indie, or already didn't have Nintendo on their friend list.Thats 100% sure the case anyway, we don't need a hack to prove it.
Thank you for the clarification! Would explain why I can't find anything on it otherwise lolthere was no data stolen, as the hacker got locked out when trying to extract that 900GB worth of data
Yes but at least this way we would have definitive proof that the device exists because for now we only have people wordsWe already know Ubisoft is developing for the Switch 2, and a few members here already know the codename. I imagine there would be a lot more information than that, but I haven't even heard of this until now (and it seems people are saying that nothing actually leaked?)
We already have definitive proof that the console exists, and have had so for years.Yes but at least this way we would have definitive proof that the device exists because for now we only have people words
we have people's words and also a massive data leak from Nvidia with multiple mentions of the chip being developed for the device and a ton of its specsYes but at least this way we would have definitive proof that the device exists because for now we only have people words
we have people's words and also a massive data leak from Nvidia with multiple mentions of the chip being developed for the device and a ton of its specs
Inb4 "Race into the new year with the deluxe booster course on Mario kart 8!"I bet Nintendo's New Year's tweet will be a Switch 2 tease
Meh. Same happened to DS much earlier in its life and it was still BC on 3DS.And now people on Twitter are doomposting about how a Switch flash drive will mean no backwards compatibility for Switch 2
Well if Nintendo wants to add an additional set of shoulder buttons with analog for this use case (maybe on the bottom of the Pro Controller, to be pressed by the middle fingers), that would be fine with me. But I personally don't want to lose the current setup of having access to 4 digital shoulder buttons.The solution to this wasn't "never add analog sticks to controllers" or "control 3D platformers with pressure sensitive d-pad", though.