Hello, Dakhil, thanks for writing. I'm inclined to say Both, as I've pointed out that there are different ways to get there. We know that mobile CPUs have had the XB1/PS4 beaten for quite a while now, so, that would be one significant development here. Even taking the limitations you cited, we'll have a much-improved lithography process, better cooling, possibly better materials, smaller, but more powerful chips, and in turn, the capacity to pack more within an envelope, then there's the possibility of various parts working closer to one another, or a different layout for a custom chipset, or having a high-performing GPU that's could be clocked at a lower frequency without being underpowered for the purpose of portable mode, then higher for the home performance. It won't be using a Ryzen CPU, but we have ARM processors which are understood to be more efficient - In flagship-spec phones, we have octa-core processors that are highly clocked, but they aren't molten rock in your pocket, and unlike a Switch, such mobiles are often "always on", have multiple apps and notifications running in the background, power higher-than-720p resolution screens, etc.. The Snapdragon version of the Samsung Galaxy Note 20 Ultra, for example, has an A77-derivative octa-core CPU at frequencies of 1 x 3.0, 3 x 2.42 and 4 x 2.0 GHz (that's an average frequency of around 2.3 GHz per core in a 2020 phone - Please consider that any Switch would be thicker than this phone, too, it wouldn't have a quadruple/quintuple camera set-up, and unless the stylus returns, it wouldn't have a silo for it). I'm referencing a high-end phone to drive home my point that Nintendo aiming for a definitive portable experience in 2022 and beyond is not as unthinkable as some perceive, and more than this, to allow people to come to terms with how badly conditioned fellow Nintendo fans have been to bury their positivity/expectations nine circles deep. It's affected general Nintendo discourse for the worse, and that's something I lament deeply. It's OK to dare to imagine, or even expect, and I'm not sure that we can operate on the assumption that a new Switch would have the same limitations as what launched in 2017. It makes for a more colourful thread, does it not?
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Once more, I don't claim to have all the answers.
Like...I will give you that
after DLSS, the Switch 2/Plus/Super/Dane will outperform the PS4 by a large margin.
Heck, overall it would run at higher framerates due to not having a 1080p target in all likelihood
(720p or 900p screen) and the infinitely better CPU.
But GPU-wise is where you have to temper expectations a bit because of the math.
Nintendo cut the Switch (Eristra/Mariko) GPU performance in literal half when portable, and that is the more likely cut in a portable that Nintendo will use for Dane
(although I will say, I could see them reducing performance for the GPU by 30% if they leverage the process node and wider-chip smartly enough, but a 50% cut is more likely)
General math between myself and some friends
(And a lot of number crunching/ looking at Orin/Orin S (The latter being the most likely SoC Dane is/is based on). Put the Dane GPU at around 20% better than the OG PS4 when docked.
To simplify, the PS4 is 1.84 TFLOPs, the Dane GPU when docked is 2.1 - 2.2 TFLOPs
(I know GCN1.1 and Ampere TFLOPs are not equitable, this is just to make the point easier to understand).
So, when in portable mode, the Dane GPU will be at 1 to 1.1 TFLOPs, behind the PS4, but actually running right up near the OG Xbox One. And even if you go with my more optimistic 30% cut to GPU performance, it would only end up around 1.4 - 1.55 TFLOPs. Ahead of the OG Xbox One, but still behind the OG PS4.
Now, that is not to say that the Dane will be weak, not even in the slightest because of the aforementioned DLSS+CPU Combo.
DLSS is black magic
(or at least the closest thing to it), and while it has to be applied individually per game, it does wonders and
at the minimum doubles the effective TFLOP Value of the GPU
(Aka, at minimum, it makes the GPU act like a GPU with twice the TFLOPs)
Applying this to Dane at the numbers I stated, it is still immensely powerful.
In Docked, it jumps from 2.1 - 2.2 TFLOPS
(This is GCN1.1 Still) to 4.2 - 4.4 TFLOPS.
For reference? The Series S? When converting to GCN1.1 TFLOPs is 5 GCN TFLOPs.
The Switch Dane when docked
At the conservative end of the DLSS Multiplier is right on the tail of the Series S GPU wise, and will pretty much always output at a higher resolution.
And for portable mode, it would take that 1 to 1.1 number and take it to 2-2.2, right where the Switch Dane is docked performance-wise without DLSS, and 20 or so % beyond the OG PS4.
At worst.
And even for the non-DLSS portable mode number, that should be with the point that it would most likely be targeting 720p as I don't feel they will upgrade the screen to 1080p
(Scaling, 720p doesn't properly scale to 1080p right without DLSS, and the 720p PPI at average viewing distance is fine as is). So, they would need less horsepower to hit similar graphical settings as the PS4, but at that lower resolution.
So either way, the Dane is closer to a next-gen system than the last-gen systems, so I don't see what the fuss is about.