I mean, we never got GTA5 on the switch, even the last last gen versions. Probably cause they couldn't milk GTAO with it, but stillIf GTA VI released on Switch 2 and all the other consoles/PC, and the Switch 2 version ran OK but had worse graphics I'd still pick it up. The allure of portability is great.
I mean, we never got GTA5 on the switch, even the last last gen versions. Probably cause they couldn't milk GTAO with it, but still
I just can't wait to see what MonolithSoft cooks up on this thing
Size defines how much data you can store in memory.Can anyone explain how the Switch's CPU with 12 GB of RAM but lower bandwidth will fare against the Series S's CPU with 10GB of RAM but higher bandwidth? What does it matter having more RAM if the bandwidth is lower, and does this mean a significant decrease in complexity or an even lower chance of raytracing being present in games?
Thank you! So it's possible we see similar or better model/draw distance details as opposed to Series S but worse image quality in general (not accounting for DLSS) while RT is up in the airSize defines how much data you can store in memory.
Bandwidth defines how much data (and in what ways) you can process when rendering a frame.
Bigger size means that you can store more data but if you have less bandwidth then you won't be able to process as much of it when rendering a frame.
More memory means more detailed and diverse assets (textures, models) while more bandwidth means higher rendering resolutions and more complex shading.
RT could be negatively affected by lower bandwidth for sure but since we're talking about two completely different RT h/w implementations a comparison through b/w alone would be pointless.
RT could also be positively affected by bigger RAM size though as it adds its own assets into memory (BVH/boxes geometry structures mostly).
What's wrong with 256GB?
That could probably take a good chunk of my Switch library before I'd need a card.
Name all the 100GB games that are releasing everyday.
I have well over 100 games on Switch and I don't think a single one is over 25GB. Most of them are under 16GB. The majority of software that's gonna be sold on this console is likely Nintendo games, and indie stuff. I imagine most of the third party games will also be reasonably sized.
need to factor in 4k textures that are usually added to majority of the larger games file sizes, whereas for the successor the Switch 2 will likely use DLSS upscaled from 720p/1080p instead.
She's talking about non Switch games. Most major games these days are 100GB+
Like what? I have a ton of non Switch games that aren't 100GB on my PS5, Xbox, and PC.She's talking about non Switch games. Most major games these days are 100GB+
need to factor in 4k textures that are usually added to majority of the larger games file sizes, whereas for the successor the Switch 2 will likely use DLSS upscaled from 720p/1080p instead.
Wasn't there a rumor about there being hardware decompression too?
In all honesty, nobody should be expecting many multi-platform AAA games to be hitting 4K on Switch 2, even with DLSS.This is not how DLSS works, it only reconstructs resolution, not textures. A 4K DLSS output still needs "4K textures" to look its best.
Monolithsoft built this in a cave with a box of scraps
we may finally get to 720p base resolutionI just can't wait to see what MonolithSoft cooks up on this thing
That interview with Takahashi pitching Xenoblade to Nintendo and preparing a set of cuts because they've been through this with their previous partners and Nintendo being like
But with DLSS ;), 1440 here we come!
Wave Trace
Wave Tracing
Draw distance is mostly hitting CPU+GPU performance, it doesn't generally require more memory size.Thank you! So it's possible we see similar or better model/draw distance details as opposed to Series S but worse image quality in general (not accounting for DLSS) while RT is up in the air
DLSS doesn't upscale textures, only final screen resolution. If you want your textures in your final image looking sharp then you still need those full resolution textures in the game files and loaded into memory.need to factor in 4k textures that are usually added to majority of the larger games file sizes, whereas for the successor the Switch 2 will likely use DLSS upscaled from 720p/1080p instead.
In all honesty, nobody should be expecting many multi-platform AAA games to be hitting 4K on Switch 2, even with DLSS.
Third parties will likely target 360p/540p native, upscaled to 1080p/1440p(possibly lower).
The only games that'll likely be considering 4k textures will be some Switch 2 exclusives/some indie titles.
How low was Xenoblade 2? Because DLSS performance mode can make 540p look like respectable 1080p. On an 8-inch screen the flaws'll be even less apparent.While I don't expect it, if they produce another Xenoblade 2 level disaster in handheld mode, DLSS will not be able to do much. That base resolution was so low DLSS wouldn't have nearly enough to work with.
Do you guya think they'll actually patch Switch 1 games or simply remaster them for switch 2 for double dipping sales?
Even at 360p (lowest resolution on Xenoblade) DLSS can do wondersWhile I don't expect it, if they produce another Xenoblade 2 level disaster in handheld mode, DLSS will not be able to do much. That base resolution was so low DLSS wouldn't have nearly enough to work with.
Portable? Could go as low as 360p, but usually in the 480p+ range. A lot of Xeno 2 issues are performance and new machine R&D related rather than raw performance. It's why Xeno 3 improves so much over 2.How low was Xenoblade 2? Because DLSS performance mode can make 540p look like respectable 1080p. On an 8-inch screen the flaws'll be even less apparent.
Early on, Xenoblade 2 was hitting sub 360p at one point. Not sure if that is happening after some patches anymore.How low was Xenoblade 2? Because DLSS performance mode can make 540p look like respectable 1080p. On an 8-inch screen the flaws'll be even less apparent.
360p? Dang that's low. This should never be a problem with Switch 2 thanks to DLSS right ?
360p? Dang that's low. This should never be a problem with Switch 2 thanks to DLSS right ?
DLSS has changed a lot since this video came out, but maybe this might provide a clue as to what extreme scenarios might look like. Maybe it would be better to watch this video on a portable device to get a sense of what the image quality might look like on an 8-inch screen.Monolith already drastically improved their rendering by using a temporal upsampler in Xenoblade 3.
Will we see 360p on Switch 2? Maybe by a badly optimized port, but I would not expect it from a first party Switch 2 title.
You have to remember about XB2While I don't expect it, if they produce another Xenoblade 2 level disaster in handheld mode, DLSS will not be able to do much. That base resolution was so low DLSS wouldn't have nearly enough to work with.
What I'm wondering as well. Im sure it can handle the game in terms of character models, textures ect but the regions are so large with extreme levels of geometry and basically no loading I feel like handheld mode trying to handle that would explode (obviously not).I wonder if they could get FFVII: Rebirth running on this thing, even if at 30fps. Remake is a given, but Rebirth seems it would be more demanding,
Well, this is how it works on the current switch, so yes with high probability.What I'm wondering as well. Im sure it can handle the game in terms of character models, textures ect but the regions are so large with extreme levels of geometry and basically no loading I feel like handheld mode trying to handle that would explode (obviously not).
Another thing, let's say they do have games natively run at 360-540p and DLSS up to 1080p, while that would probably look ok on handheld mode, it definitely wouldn't look good docked. So how would they go about handling that? Two entirely different profiles per game with different internal rendering resolutions?
. So how would they go about handling that? Two entirely different profiles per game with different internal rendering resolutions?
Gotcha, I never used docked mode when I had one. I just assumed it was whatever the base resolution the game was in handheld mode and upscaled to 1080p.Well, this is how it works on the current switch, so yes with high probability.
Monolith already drastically improved their rendering by using a temporal upsampler in Xenoblade 3.
Will we see 360p on Switch 2? Maybe by a badly optimized port, but I would not expect it from a first party Switch 2 title.
DLSS has changed a lot since this video came out, but maybe this might provide a clue as to what extreme scenarios might look like. Maybe it would be better to watch this video on a portable device to get a sense of what the image quality might look like on an 8-inch screen.
View: https://youtu.be/_gQ202CFKzA
360p to 1080p would be DLSS ultra performance mode, but I have no idea what DLSS can make out of a base pixel count that low. UP mode was designed for the relative handful of people who might hook up a high-end GPU to one of those 100-inch 8K TVs, where it would upscale an image from 1440p to 8K.