Not GPU wise, and they can't use that power for more than like 5 minutes straight, so...
Nvidia's Shield?
Not GPU wise, and they can't use that power for more than like 5 minutes straight, so...
Not GPU wise, and they can't use that power for more than like 5 minutes straight, so...
isn't ipad pro/ip7 still like the king of SoC? I remember Tegra K1 got close but X1 failed to impress. With proper tweaks and remove all the phone stuffs, iphone 7 can probably be on par battery wise.
Uhh, FAST RMX also dynamically scales its resolution.
Every time we hear reports of this kind, with the Switch already struggling with games like this, really makes me wish Nintendo had spent the money they used on HD rumble, IR sensors and the like on beefing up those specs instead.
It's unrelated though, unless you're talking about brute forcing being easier a quicker. But no thanks, i'd rather not play with the same inputs as 20 years ago.Every time we hear reports of this kind, with the Switch already struggling with games like this, really makes me wish Nintendo had spent the money they used on HD rumble, IR sensors and the like on beefing up those specs instead.
Same hardware. Higher clocks, but it throttles and has android and shitty APIs that can hamper its performances. Switch has neither of those problems.Nvidia's Shield?
X1 was actually better than K1 even for its time iirc.isn't ipad pro/ip7 still like the king of SoC? I remember Tegra K1 got close but X1 failed to impress. With proper tweaks and remove all the phone stuffs, iphone 7 can probably be on par battery wise.
Brad Shoemaker of Giant Bomb brought it up in a recent video. He didn't say anything concrete but he noticed a very poor resolution lamp post and was wondering if they used dynamic resolution scaling.
The Nintendo Switch Is 10 Times More Powerful Than an iPad
Can't vouch for the validity of that statement but there it is.
It's unrelated though, unless you're talking about brute forcing being easier a quicker. But no thanks, i'd rather not play with the same inputs as 20 years ago.
Same hardware. Higher clocks, but it throttles and has android and shitty APIs that can hamper its performances. Switch has neither of those problems.
X1 was actually better than K1 even for its time iirc.
That's crazy talk. Unless they're comparing it to an older tablet. The A9X chip is still the king. But that's inside a pretty large tablet. If it were to be put inside a machine similar to the switch size, it would definitely get clocked down.The Nintendo Switch Is 10 Times More Powerful Than an iPad
Can't vouch for the validity of that statement but there it is.
even on the gpu side? I know it's better on the CPU side.ipad 1 maybe, but not pro
X1 is definitely more powerful than K1, but not Apple A9X, A10 nor upcoming A10x.
The Nintendo Switch Is 10 Times More Powerful Than an iPad
Can't vouch for the validity of that statement but there it is.
I knew the gimped memory bandwidth would be balls for resolution, was hoping they had some sort of architectural magic to over come it but seems like not.
ipad 1 maybe, but not pro
X1 is definitely more powerful than K1, but not Apple A9X, A10 nor upcoming A10x.
I think iPhone doesn't do thermal throttling of CPU/gpu. Only screen brightness is thermal throttled (if you keep it high). Agreed on other accounts.Yeah the first two are better in terms of CPU, not GPU/RAM wise. And the iPhone still can't use fully use its hardware because of battery, thermal throttling and the need to use its resources to run a complex OS, nor there are devs willing to fully exploit what it can do by investing big budgets to create a certain kind of experiences on a platform where most of the money comes from pick and play f2p games with in app purchases. So what's the point of this comparison when most iOS games can't even beat the best visuals on the Vita for a number of reasons, despite the old hardware of the Sony machine?
It's unrelated though, unless you're talking about brute forcing being easier a quicker. But no thanks, i'd rather not play with the same inputs as 20 years ago.
Same hardware. Higher clocks, but it throttles and has android and shitty APIs that can hamper its performances. Switch has neither of those problems.
X1 was actually better than K1 even for its time iirc.
What was the trade off for doing it? More expensive? Worse battery life?
It is not a great sign when it is struggling with launch titles. Hopefully with more experience with the system, they can make it better but I'm not optimistic.
It does, although it's not as severe as on other mobile devices. It's actually pretty impressive when you think of how small and thin the device is.I think iPhone doesn't do thermal throttling of CPU/gpu. Only screen brightness is thermal throttled (if you keep it high). Agreed on other accounts.
Yes it is. Just not CPU wise.Point it Switch isn't the most powerful handheld.
Every time we hear reports of this kind, with the Switch already struggling with games like this, really makes me wish Nintendo had spent the money they used on HD rumble, IR sensors and the like on beefing up those specs instead.
Their memory bandwidth theory is a bit concerning for docked mode
Games rarely run at 60fps during all stages of development, the problem with Zelda is that it is extremely open ended, so testing a game in all the different situations that might arise is problematic to say the least. However freeze frames are certainly an issue that should have been caught and they lead me to believe it is actually a bandwidth problem, but a bottleneck somewhere along the way is certainly causing it, and it being dense areas with lots of physics and large characters, does strengthen the idea to me at least that it is bandwidth intensive, and certainly shouldn't be a CPU issue as the portable and docked CPU is the same and both faster than Wii U's CPU by a large amount. GPU of Switch when docked should also be more than enough for the resolution bump.
Well it's the only handheld gaming device. 😛 Truth be told. I'd take the A9X chip over the X1 if given the choice. It's the better chip, even if it's not being used to its fullest on the iPad.It does, although it's not as severe as on other mobile devices. It's actually pretty impressive when you think of how small and thin the device is.
Yes it is. Just not CPU wise.
Could you imagine Zelda running on a PS4 Pro? Or a Zelda game built for hardware that powerful?
Its truly boggles the mind.
This is a good point, the memory bandwidth has to be shared with the CPU too, so in moments where the CPU might take a large chunk out of the bandwidth, could cause freeze frames for moments like some have recorded. That actually seems to be the most likely cause of this, the espresso CPU might be maxing out and the Switch CPU might be taking up too much bandwidth to push those extra pixels (from the GPU) in docked mode.
I don't understand what this has to do with Zelda's performance on its own platform? Horizon has nothing to do with how Zelda runs.
If Nintendo puts this stuff in their game, it's on them to make it actually perform well isn't it?
Actually, there is some evidence to suggest that FAST RMX on Switch is also using temporal upscaling, and is not native 1920x1080. Not certain by any means, but suggestive.
Yeah the first two are better in terms of CPU, not GPU/RAM wise. And the iPhone still can't use fully use its hardware because of battery, thermal throttling and the need to use its resources to run a complex OS, nor there are devs willing to fully exploit what it can do by investing big budgets to create a certain kind of experiences on a platform where most of the money comes from pick and play f2p games with in app purchases. So what's the point of this comparison when most iOS games can't even beat the best visuals on the Vita for a number of reasons, despite the old hardware of the Sony machine?
Shouldve released this thing in fall 2017 with X2 in it. That way, it wouldve launched with a fair number of games as well
Cent is French (and maybe other languages like Latin) for 100.
Per hundred -> Per cent
It makes more sense as two words than one.
Multiplats won't be there anyway unless it's indie and they tend to be less demanding.Considering this is a launch game originally built for older hardware and it STILL has performance issues despite these concessions, I'm pretty disappointed with Nintendo's choices for speccing out the Switch.
It would be one thing if this was just their handheld ... but it's not.
So four more years of performance issues, especially for multiplats. This on top of how gimped joycons are if portable mode is your main draw.
That's next year . They needed something out now and it wouldn't surprise me if they wanted to iron things out over this year and get feedback.Shouldve released this thing in fall 2017 with X2 in it. That way, it wouldve launched with a fair number of games as well
Agree but for 99% of Nintendos games it's plenty so Nintendo would rather save a few cents than pay for gamers to get a good experience from big AAA games. It's their penny pinching mindset that leaves them lagging in the tech areas.Its the first thing allot of posters, including myself, yelped at when Eurogamer leaked the specs along time ago well before launch, but most posters were swooning over the possible CPU etc
25.6 GB/s was a glaring stand out which many tried to argue the tiled based tech etc, but its still ps3 / 360 bandwidth. Faster memory or bigger bus (or both !) would of been better than HD rumble and the like IMO. No point in having good CPU / GPU if you cant feed it data fast enough
Fast RMX does show that Switch is 4 to 5 times as powerful as Wii U, that was my point, yes there are bottlenecks with a port designed around Wii U's strengths, and yes the Switch isn't 100% of the time hitting this performance level in this game, however it's important to note that Wii U's performance drops as well, and the comparison is still going to line up reasonably with these numbers. As for the whole "on paper" comment, we are seeing this performance in game, not just on paper, that takes it out of the theoretical and places it into practice.
We still don't know if Shinen even used fp16 code, which would improve performance further, I do think that bandwidth is going to be an active bottleneck for this console unless there is on die embedded memory, but we aren't really seeing signs of it in the launch games at least.
The glitch is linked to the auto-connect feature of the WiFi. That's why people tried to turn that off.
ipad 1 maybe, but not pro
X1 is definitely more powerful than K1, but not Apple A9X, A10 nor upcoming A10x.
Point it Switch isn't the most powerful handheld.
Every console game should use dynamic resolution if isnt hitting performance targets, one of the best solutions to come out of this generation IMO.
No point in having theoretical performance if you can't really utilise it in games. Certainly no phone can come close to Switch for gaming performance because they can't sustain high clocks and can't utilise anywhere near their full memory bandwidth. Some tablets may be able to match it in actual hardware performance, but the API's will hold them back in comparison.
Dynamic resolutions were also apparent in last generation games too, it would be one of the best solutions to come out of the previous console generation really, although it has become slightly more widespread in the 8th generation.
Was also apparent in last last gen games.
Chronicles of Riddick: Escape from Butcher Bay used dynamic resolution up to 640X480 if I recall.