10/11 GB RAM dedicated to games, is a massive jump for Switch that dedicate 3GB RAM for games*7.5GB for games.
Not 8.5
Also if Switch 2 has 12, it would have 10.5-11GB for games most likely, not 11.5GB.
PS5 has 12.5GB and Series X has 13.5GB for games.
There's also 'dynamic DLSS', added in 2020.I should also add this additional detail. The specifics of the upscaling depends on the "Render scale" that the DLSS is using.
Dynamic resolution support. The input buffer can change dimensions from frame to frame while the output size remains fixed. If the rendering engine supports dynamic resolution, DLSS can be used to perform the required upscale to the display resolution.
Indeed, especially as it can let them be far more fexible.There's also 'dynamic DLSS', added in 2020.
Quick searching shows only a few games supporting this though, presumably because of how dynamic res is implemented in PC games.
On Switch however, where dynamic res is common? Oh boy.
I'd be really curious to see how well this could work in a console environment and how they could tweak it to reduce the costs of upscaling between distant resolutions.
I doubt many games (even including the highly intensive Monolith Soft games) will use dynamic upscaling like the Switch 1 games did, however I do think this is another huge boon for the system.There's also 'dynamic DLSS', added in 2020.
Quick searching shows only a few games supporting this though, presumably because of how dynamic res is implemented in PC games.
On Switch however, where dynamic res is common? Oh boy.
I'd be really curious to see how well this could work in a console environment and how they could tweak it to reduce the costs of upscaling between distant resolutions.
Maybe this is pessimistic of me, but the idea of a next gen Splatoon 3, or even 4, using DRS with DLSS, keeping a rock solid framerate the whole time by allowing the internal resolution to fall all the way to 720p in TV mode. That's really the dream with this kind of technology.There's also 'dynamic DLSS', added in 2020.
Quick searching shows only a few games supporting this though, presumably because of how dynamic res is implemented in PC games.
On Switch however, where dynamic res is common? Oh boy.
I'd be really curious to see how well this could work in a console environment and how they could tweak it to reduce the costs of upscaling between distant resolutions.
What tweet?I still believe in the 16GB RAM because the Nvidia tweet I shared, written this past January, post-tapeout, was from the horse’s mouth. There are other reasons, but I prefer to lend an official account more credence.
Think of things this way instead:What's the difference between 3.1 and 3.5? Just a lesser version of the RTX denoising right?
DLSS 3.1 is moreso a version number. Apparently that tracks with "Deep Learning Anti-Aliasing" which is basically just AI generated smooth-image.I'm trying to catch up on all this news and am confused on the chronology of events regarding DLSS claims.
- VGC initially published article claiming the Switch 2 was doing DLSS 3.5 with the Matix UE5 demo
- Retracted the 3.5 part and just mentioned DLSS
- So we then all assume that it was really just DLSS 2.2 since it's (presumably) an Ampere based GPU
- Now Universo Nintendo is claiming that the UE5 demo was running using DLSS 3.1.....which is frame gen?
I'm trying to catch up on all this news and am confused on the chronology of events regarding DLSS claims.
- VGC initially published article claiming the Switch 2 was doing DLSS 3.5 with the Matix UE5 demo
- Retracted the 3.5 part and just mentioned DLSS
- So we then all assume that it was really just DLSS 2.2 since it's (presumably) an Ampere based GPU
- Now Universo Nintendo is claiming that the UE5 demo was running using DLSS 3.1.....which is frame gen?
I'm salivating from all this juicy facts . Nintendo games art style are so suitable for the ray tracing. No need to push realism games likes PS5. Just put ray tracing into a Super Mario Odessey 2 for Switch 2 launch title and it's will be selling likes crazy
Ampere GPUs can run DLSS 3.5, just no frame gen. Also, Nintendo has a patent for a technology very similar to DLSS.I'm trying to catch up on all this news and am confused on the chronology of events regarding DLSS claims.
- VGC initially published article claiming the Switch 2 was doing DLSS 3.5 with the Matix UE5 demo
- Retracted the 3.5 part and just mentioned DLSS
- So we then all assume that it was really just DLSS 2.2 since it's (presumably) an Ampere based GPU
- Now Universo Nintendo is claiming that the UE5 demo was running using DLSS 3.1.....which is frame gen?
Yes yes. Should've said it earlier heh.Remember when people were saying it was dry and asking for leaks last night, well your prayers have been answered
Game freakGame Freak u better expand your damn studio right now
It is just a version number. The main problem is "DLSS" meaning two things. Nowadays, Nvidia primarily uses it marketing to refer to the entire "DLSS SDK" or DLSS suite of gaming tech, which includes the AI upscaler, frame generation, and the new ray tracing thing. And the 3.x is referring to the latest version of the toolset including all those things. However DLSS actually stands for "deep learning super sampling," which is specifically the AI upscaler part. When people say a game has DLSS or uses DLSS, they still mostly (although maybe not always these days) mean the upscaling thing. But if they say it has DLSS 3, that means it for sure has the upscaling, and also has access to the frame gen, or if it has DLSS 3.5, it has access to the ray reconstruction, although it may not be using those unless specified. Whereas prior to DLSS 3, people usually strictly talked about DLSS 2.1 or 2.3 or whatever to mean the latest update to improve the AI upscaler.DLSS 3.1 is moreso a version number. Apparently that tracks with "Deep Learning Anti-Aliasing" which is basically just AI generated smooth-image.
However I'm not too sure about this.
The worst monolith soft game
Happens all the time.Is it to early to say that "Nintendo will never catch up to current gen" is the new "Nintendo will never have a console again that sells over 100 Million Units"?
The goalposts will be moved to 'it's not even Series S power'.Is it to early to say that "Nintendo will never catch up to current gen" is the new "Nintendo will never have a console again that sells over 100 Million Units"?
for Splatoon 4, people just want better netcode and tick rateMaybe this is pessimistic of me, but the idea of a next gen Splatoon 3, or even 4, using DRS with DLSS, keeping a rock solid framerate the whole time by allowing the internal resolution to fall all the way to 720p in TV mode. That's really the dream with this kind of technology.
Or 'the T239 chip was old tech at release'The goalposts will be moved to 'it's not even Series S power'.
Is it to early to say that "Nintendo will never catch up to current gen" is the new "Nintendo will never have a console again that sells over 100 Million Units"?
I wonder how a Mario game with RT would looks like. Or just how will the next Mario game look on a more powerful hardware. They can have AA, better resolution, textures, lighting, but they can’t really go too far on a Mario game in terms of details and shit. Readability has become kind of a big problem on current-gen games, and the last place where you want this kind of issues is in a Mario game.Nintendo, gimme 3D Mario with RT please
I would not be surprised if Nintendo did the math and found out that using hall effect sticks is more cost effective than another massive wave of guarantee claims.Ooh some of my friend on my discord server spotted a new patent published by Nintendo for a analog stick that mentions "magnetic field generation" ie hall effect
That's honestly pretty good. They could make it even simpler:Next HW can also be called Switch - 2nd Generation Model
I think people will understand quickly.
And then they 'forget' that the tech behind Xbox series X/S and PS5 are older than T239Or 'the T239 chip was old tech at release'
"The iPhone 15 has higher (theoretical) performance!"Or 'the T239 chip was old tech at release'
A good way to trojan horse DLSS into more PC games as well.Nvidia effectively confirmed ray tracing for the successor 4 years ago. They were never going to proceed to leave this feature out of the next Nintendo platform. Steam Deck has it. The S22 series of phones had it. Current PS/XBox systems have it. It’s an industry standard in so many spaces, and a technology that’s been mainstream since 2018. Of course Nintendo will use it. There is also a Common Endeavour here - Nintendo can get Nvidia’s tech into over 140m pairs of hands outside of the PC arena. THAT is why future Nintendo hardware is an exciting prospect.
I'm pretty sure Nintendo profited off of the bad joysticksI would not be surprised if Nintendo did the math and found out that using hall effect sticks is more cost effective than another massive wave of guarantee claims.
Hell the fact that just a year or two ago we were debating if we could even hit PS4 like numbers or if it would closer to 1TF let alone what we seem to be getting which is beyond what last gen (non pro) consoles were doing is a total win.The goalposts will be moved to 'it's not even Series S power'.
The Matrix Demo is heavy, so it's usage is quite interesting. It goes as low as 540p on Series S
800x600 on steam deck
If Nintendo is demo'ing it to developers, then I expect it to run better. They would want to represent their hardware in the best light with an optimized build.Well, it could be running just the same on Switch 2.
I quite like that, and I almost never like anything other than "Switch 2". Easy to go Third or Fourth (or Forth!) later. It's very self explanatory, and anyone who wants to call it "Switch 2" can because it's very interchangeable.That's honestly pretty good. They could make it even simpler:
Nintendo Switch Second
- Another way of clearly saying "Switch 2"
- Not your typical numbered naming convention
- Works well in several languages
I should put my updated post there, but I don't think this Steam Deck video is even running lumen. once you go lower than high settings, Lumen is turned off, which most people do to squeeze out more performance from the Steam Deck. so the Drake demo is absolutely running better than this by virtue of having lumen onWell, it could be running just the same on Switch 2. It's still comforting of course. And being released in 2024 should mean newer/more modern hardware than Steam's, which should help more.
Based on his past tweeting pattern (example), I think that “某〇〇” mean “某機種” (certain console model). If so, the tweet can be translated to: “A surprising disclosure regarding a certain console model. Confidentiality?”某〇〇
さらっと驚きの発表してやがる。守秘義務?
“It has been corrected, hastily. This is peculiar.”訂正入った。焦った。
......でも怪しい。
“〇-ムショウ” is obviously “ゲームショウ” (Tokyo Game Show), and “〇〇〇” is likely either “任天堂” (Nintendo) or “ソニー” (Sony). The translation would be: “That thing was corrected, but one would notice before [Nintendo or Sony fixed it]. Perhaps they’ll announce it at the Tokyo Game Show. I don’t know.”訂正されたアレだけど〇〇〇前に気付くよな......
〇-ムショウで発表ないかな。知らんけど。
That's more a matter of design and formfactor than capabilities. Splatoon 3 actually has pretty good netcode, with my point of comparison being Halo (MCC and Infinite) and Forza Horizon 5 on Xbox, it has to keep a track of far more things and does so more accurately. It uses relays, fallbacks, virtual hosts, NAT bypass, just about everything it can, and runs it all through Google Cloud. The low tickrate is what makes it work at all in low network quality environments. Like say, on a handheld. Like I get it, better is better, and it should be better, but I think the complaints about Splatoon 3 networking are overblown. Do people even remember 2? Splatoon 2 WIRED was worse than Splatoon 1 over WiFi.for Splatoon 4, people just want better netcode and tick rate
I'm sure otherwise.I'm pretty sure Nintendo profited off of the bad joysticks
I'm pretty sure they didn't. They definitely took a lot of heat from it, and it's mostly because the low profile joysticks seem like they get drift a bit faster than the full profile sticks used in the pro controller and the xbox/ps joysticks.I'm pretty sure Nintendo profited off of the bad joysticks
their CEDEC slides hint at good things. their job listings also hint at good things. they just need to follow through with itGame freak
Yeah, initial supply chain cost estimations put the manufacturing cost of Joy-Con ABOVE retail price. If they were making any profit at ALL from selling Joy-Con, it was minimal. Joy-Con have never been a profit driver, and really they can't be. You basically HAVE to sell TWO units per player, people only want to pay the price of one controller for them, but each device costs as much or even more than a standard controller to manufacture because they contain MORE complexity than say, the standard Xbox controller, EACH.I'm pretty sure they didn't. They definitely took a lot of heat from it, and it's mostly because the low profile joysticks seem like they get drift a bit faster than the full profile sticks used in the pro controller and the xbox/ps joysticks.
I miss that era of Smash shitposting tbhHappens all the time.
"Ridley is too big for Smash" is the funniest comment in retrospect and that was a creative-decision.
And bots - matches automatically ending because a player disconnects with no AI fill isn't acceptable, hopefully something to be fixed with whatever network changes or online overhauls will come with the NGfor Splatoon 4, people just want better netcode and tick rate
$399.99/€399.99/£399.99After recent reports, how much do you think they'll charge for the new console?
349.99 MSRP IMO.