Summary:
- Low performance in Switch games is mostly related to memory bandwidth or CPU clocks in docked mode
- Rich uses a homebrewed Switch to push the max CPU clock (1785 MHz) and max GPU clock (921 MHz)
- Dragon Quest Builders 2 in user made levels sees an increase from 7-11FPS with base clocks to 10-15 FPS with max CPU clock, GPU clock doesn't make a difference
- Breath of the Wild's Korok Forest section is a bit better with max CPU clock and GPU clock but it still drops frame rate, probably due to memory bandwidth
- DOOM 3's performance is completely fixed and locked to 60 FPS with max CPU clock
- Mortal Kombat 11's performance in some stages have CPU limitations and once those are overcome, GPU becomes the issue, with fully max CPU and GPU, game is locked to 60FPS with minor drops
- Wolfenstein Youngblood's frame pacing and low frame rate issues are fixed with max CPU clock, the resolution becomes better if you include the max GPU clock
- DOOM 2016's frame pacing issues still exist with max CPU and GPU clock but they are less intense
- Saints Row the Third's frame rate is exactly the same between all 3 configurations, memory bandwidth is the issue, switching to mobile profile (reducing the resolution) in docked mode fixes the issue
- Power draw in Switch increases from 15-16W to 19-20W when overclocked
- Temperatures peak at 60C in stock clocks, 64C with max CPU clock only and 67C with max CPU and GPU clocks
- Rich thinks Nintendo is being conservative but for a reason as CPU and GPU overhead is needed for severe conditions
- Developer units can have a max CPU clock of 1220 MHz which could significantly improve performance if used
- Handheld overclocked performance analysis is coming in a near future
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