Are last gen graphics really that bad for switch?

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deactivated-5bb25e4a41d76

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#101 deactivated-5bb25e4a41d76
Member since 2016 • 372 Posts

Nintendo isn't marketing this thing as a portable console, and it is not a replacement for the DS. It's crazy to me why it is so hard for people to wrap their brains around Nintendo's concept. They innovate. That's what they do. This is something new. This is a home console that can be played somewhere other than your original set up. I'm not sure why so many are trying to force it into one category or another. In 5 years or so, Sony will come out with a way to play PS5 while taking a dump, on a train, or at your grandmas house. When that happens none of you will be putting it into a category with a 4DS claiming Sony is out of the home console industry. Think of it that way. It's really not all that complicated. It's Nintendo's 7th home console. The only other argument that even makes sense is a 3rd category (Hybrid.)

Also for all of those who are telling us how bad the system is performance-wise, will you please provide a spec sheet, or some game play footage so the rest of us can see what the heck you're talking about.

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emgesp

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#102 emgesp
Member since 2004 • 7849 Posts

@bowserjr123 said:
@emgesp said:
@bowserjr123 said:
@Pedro said:

@bowserjr123: The physical size of the system limits its performance. With the Pro and Scorpio opening the gate for higher end performance and resolution, support from Western third parties for their multi platform games is almost guaranteed not to be ported to the Switch.

The system doesn't need to have Pro and Scorpio levels of performance since games will still be able to be played on the OG Xbone and PS4. All it needs is comparable performance to the latter systems and high consumer interest to generate sales. Think the PS2 era, PS2 was weaker than GCN and Xbox and it had the best third party support. Sales for third party games would also be a lot higher if the games had exclusive content (think the Link addition in Soul Calibur II), which is what Nintendo should be striving to do rather than making another wannabe PC.

I need to see a list of all the announced games and official specs until we can make this judgment for certain.

It's 100% guaranteed not to have comparable performance to the XB1 and PS4. It has a much weaker GPU, less ram and lower memory bandwidth. The CPU would have been decent if it weren't clocked so freaking low compared to a stock Tegra X1.

Even though it's what I'd ideally want, I'm not expecting performance on par with XB1 and PS4 but rather something in between X360 and Xbone. Obviously on the portable side of the house, XB1/PS4 levels are unrealistic but we'll see how it changes when docked. I'm more concerned about making sure it has architecture that makes it easy to port over games for. Running UE4 and Unity strongly hints at this. Also, I've yet to see an official specs sheet with all of the rumored statistics regarding its power.

On the architecture side its definitely a solid upgrade over the Wii U, but at the end of the day the Switch will still be left behind by most AAA third party developers.

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bowserjr123

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#103 bowserjr123
Member since 2006 • 2478 Posts

@emgesp said:
@bowserjr123 said:
@emgesp said:
@bowserjr123 said:
@Pedro said:

@bowserjr123: The physical size of the system limits its performance. With the Pro and Scorpio opening the gate for higher end performance and resolution, support from Western third parties for their multi platform games is almost guaranteed not to be ported to the Switch.

The system doesn't need to have Pro and Scorpio levels of performance since games will still be able to be played on the OG Xbone and PS4. All it needs is comparable performance to the latter systems and high consumer interest to generate sales. Think the PS2 era, PS2 was weaker than GCN and Xbox and it had the best third party support. Sales for third party games would also be a lot higher if the games had exclusive content (think the Link addition in Soul Calibur II), which is what Nintendo should be striving to do rather than making another wannabe PC.

I need to see a list of all the announced games and official specs until we can make this judgment for certain.

It's 100% guaranteed not to have comparable performance to the XB1 and PS4. It has a much weaker GPU, less ram and lower memory bandwidth. The CPU would have been decent if it weren't clocked so freaking low compared to a stock Tegra X1.

Even though it's what I'd ideally want, I'm not expecting performance on par with XB1 and PS4 but rather something in between X360 and Xbone. Obviously on the portable side of the house, XB1/PS4 levels are unrealistic but we'll see how it changes when docked. I'm more concerned about making sure it has architecture that makes it easy to port over games for. Running UE4 and Unity strongly hints at this. Also, I've yet to see an official specs sheet with all of the rumored statistics regarding its power.

On the architecture side its definitely a solid upgrade over the Wii U, but at the end of the day the Switch will still be left behind by most AAA third party developers.

I see a lot of Japanese support happening and maybe a couple western developers but not too many. Bethesda seems pretty interested but I doubt they'll stay after Xbox 2/PS5 come out.

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emgesp

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#104 emgesp
Member since 2004 • 7849 Posts

@bowserjr123: Exactly, it will be home to a lot of quality Japanese games, but Western support will be mediocre at least initially. If the thing takes off then more big western third party studios might feel its worth their time.

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bowserjr123

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#105 bowserjr123
Member since 2006 • 2478 Posts

@emgesp said:

@bowserjr123: Exactly, it will be home to a lot of quality Japanese games, but Western support will be mediocre at least initially. If the thing takes off then more big western third party studios might feel its worth their time.

Yep, agreed 100%. Sales and consumer interest will be a huge factor in getting those western ports over.

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Wasdie

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#106  Edited By Wasdie  Moderator
Member since 2003 • 53622 Posts

@nintendoboy16 said:
@Wasdie said:

Considering they can't even do 64 player BF on last-gen specs, yes it is a bad thing. That kind of CPU and RAM limitation is terrible for the breadth of gameplay that developers could offer.

Developers do derive gameplay from technology. Look at the increased used of lighting and shadows in stealth games, destructible environments in a multitude of genres, voxel worlds. Basic stuff like streaming content to make seamless worlds also requires a proper amount of hardware just to pull off.

Replacing your home console line with some weak mobile platform with a dock is dumb and it's going to hamper developers in the worst way. The only thing that lest Nintendo get away with this is that there are enough fans of their IPs that they are forced to buy Nintendo hardware just to play them.

"Forced?" Being a little ridiculous here, aren't we? I'm sure there are more Nintendo fans that are willing to buy the system for Nintendo's games and NOT wanting to see history repeated again for the third time (See: Atari and Sega, even though we're already seeing the early results in their mobile departments).

"Forced" implies that Nintendo is holding their IP's hostage, a mentality from those that think "going third party" is a good idea, when it's far from it.

You have to stop relying on just the small base of "Nintendo fans" that are left. That did not save the WiiU. The whole crux of the argument is that there are enough dedicated Nintendo fans to keep their hardware divisions alive. They are a very vocal group on the internet but that did not translate into real world sales.

If Nintendo does not start appealing to a larger core group of gamers by actually supporting the games that sell the most each year, they will slowly phase themselves right out of the marketplace.

Their best option is to stop with the hardware and just go pure software. Their IPs are all they really are and ever have been. It's not being ridiculous. If I want to play a handful of Nintendo games throughout a generation while still playing the majority of games that are released, I need at minimum two game consoles. That's stupid and it's directly hurting their sales. The WiiU was proof of that.

The WiiU's failure was not the gimmick, it was the fact that the biggest franchises each year completely skipped the platform. They skipped the platform because it was weaker than the other consoles and Nintendo does not play well with the 3rd parties. They don't seem to be adjusting anything about this with the Switch. Rather they are doubling down on the exact same strategy they had with the WiiU. Only this time they are marketing it a bit better.

That won't help when all of the major games of the year completely skip the console. As the great games pile up on the other consoles, that's going to eat into their mid and late lifecycle sales.

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deactivated-5acbb9993d0bd

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#107 deactivated-5acbb9993d0bd
Member since 2012 • 12449 Posts

^ Wasdie preaching the reality. Nintendo Boy will deny it forever though.

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nintendoboy16

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#108 nintendoboy16
Member since 2007 • 42196 Posts

@Wasdie said:
@nintendoboy16 said:
@Wasdie said:

Considering they can't even do 64 player BF on last-gen specs, yes it is a bad thing. That kind of CPU and RAM limitation is terrible for the breadth of gameplay that developers could offer.

Developers do derive gameplay from technology. Look at the increased used of lighting and shadows in stealth games, destructible environments in a multitude of genres, voxel worlds. Basic stuff like streaming content to make seamless worlds also requires a proper amount of hardware just to pull off.

Replacing your home console line with some weak mobile platform with a dock is dumb and it's going to hamper developers in the worst way. The only thing that lest Nintendo get away with this is that there are enough fans of their IPs that they are forced to buy Nintendo hardware just to play them.

"Forced?" Being a little ridiculous here, aren't we? I'm sure there are more Nintendo fans that are willing to buy the system for Nintendo's games and NOT wanting to see history repeated again for the third time (See: Atari and Sega, even though we're already seeing the early results in their mobile departments).

"Forced" implies that Nintendo is holding their IP's hostage, a mentality from those that think "going third party" is a good idea, when it's far from it.

You have to stop relying on just the small base of "Nintendo fans" that are left. That did not save the WiiU. The whole crux of the argument is that there are enough dedicated Nintendo fans to keep their hardware divisions alive. They are a very vocal group on the internet but that did not translate into real world sales.

If Nintendo does not start appealing to a larger core group of gamers by actually supporting the games that sell the most each year, they will slowly phase themselves right out of the marketplace.

Their best option is to stop with the hardware and just go pure software. Their IPs are all they really are and ever have been. It's not being ridiculous. If I want to play a handful of Nintendo games throughout a generation while still playing the majority of games that are released, I need at minimum two game consoles. That's stupid and it's directly hurting their sales. The WiiU was proof of that.

The WiiU's failure was not the gimmick, it was the fact that the biggest franchises each year completely skipped the platform. They skipped the platform because it was weaker than the other consoles and Nintendo does not play well with the 3rd parties. They don't seem to be adjusting anything about this with the Switch. Rather they are doubling down on the exact same strategy they had with the WiiU. Only this time they are marketing it a bit better.

That won't help when all of the major games of the year completely skip the console. As the great games pile up on the other consoles, that's going to eat into their mid and late lifecycle sales.

Even though said Nintendo fans are the only ones left in giving a bigger damn for their favorite company? If anything, they need to try again with blue ocean as that "casual" audience is actually FAR more liberal to what Nintendo does, compared to the "core" audience that hardly ever cared.

If that's the case, then let them phase away. Not like the industry won't go on without them. Because again, going all software ISN'T the best option. Not when they risk giving themselves a final blow with a self-inflicted bullet by going to consoles with audiences that AREN'T fans of Nintendo and would only take them for fanboy greed and that's it.

Besides, what was the last Nintendo game you even cared about?

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ronvalencia

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#109  Edited By ronvalencia
Member since 2008 • 29612 Posts

@OhSnapitz said:

@PCgameruk: Actually the GPU (when undocked) runs WORSE than the X360 [If the spec runors turn out to be true]. Thats a pretty big deal IMHO. And I'm curious as to how Ninty plans on creating a balance in performance from the dock/undocked games. I was SUPER excited about the switch until i heard this.. we'll see on the 13th.

In mobile mode, 33 percent of Shield TV Tegra X1's 512 GFLOPS FP32 yields 168 GFLOPS FP32 but TX1 has double rate FP16 mode which can yield 377 GFLOPS FP16.

In terms of FP32 FLOPS in mobile mode, Switch is like Qualcomm Snapdragon 808. Snapdragon's Adreno 4xx GPU natively supports FP16 with double rate features (reference doc no. 80-NU141-1 B, PAGE 152). Qualcomm S808 supports dual channel LPDDR3 933 Mhz (dual channel 800 Mhz version has 12.8 GB/s memory bandwidth).

TX1 has support for LPDDR4 which can yield 25 GB/s of memory bandwidth which is still less than Xbox 360 GPU's 22.4 GB/s GDDR3 with 30 GB/s connection to ESDRAM e.g. refer to DF faceoff between Shield TV and Xbox 360 and framerate difference is mostly influenced by memory bandwidth gap.

Qualcomm S810 has 25 GB/s memory bandwidth.

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For more complex shaders programs, TX1 has the advantage over Xbox 360's GPU.

Switch's larger memory storage should benefit texture quality when compared to Xbox 360.

Switch with GPU at 300 Mhz mobile mode,

FP16: 377 GFLOPS

FP32: 168 GFLOPS

Xbox 360's GPU

FP16: 240 GFLOPS

FP32: 240 GFLOPS

Unreal Engine 4 on Qualcomm® Snapdragon™ 800 processor

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The expectation for Switch in mobile mode is similar to recent Qualcomm Snapdragon 808's FLOPS power but with Snapdragon 810's memory bandwidth.

For Qualcomm® Snapdragon™ 820 processor

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