• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

DOOM (Holiday 2017) and Wolfenstein II (2018) Announced for Nintendo Switch

Can we finally agree that Nintendo is Doomed?


Results are only viewable after voting.
In raw flop numbers yeah though if the effort is put in and maximum practical use of fp16 and the more modern architecture its probably closer to 2/3 xbone gpu power

Er no. Closer to around 40-45% in very particular scenarios. Even if everything could be offloaded to FP16 which would never happen, you'd be looking at slightly over 50% like (50-53%)

Note: that's in docked mode.
 
Er no. Closer to around 40-45% in very particular scenarios. Even if everything could be offloaded to FP16 which would never happen, you'd be looking at slightly over 50% like (50-53%)

Note: that's in docked mode.

The exact figures vary on a case to case basis but your ideas are on the low side
 
I think peeps are really overestimating this vulkan thing. Both Nintendo and Sony have generally had fairly low-level GFX API's that gave em extra control. MS is the only company that hasn't really been as good in that sense.

What running games like these really come down to is smart approximations of standard effects, and other tricky optimizations.

This is why first party games typically have an advantage over third party games on most platforms, but in the case of Vulkan and the Switch this makes it far easier for third party developers to also take advantage of these low level optimizations if the game they're developing or porting utilizes Vulkan on PC.

At least that's how I understand it.
 

Painguy

Member
This is why first party games typically have an advantage over third party games on most platforms, but in the case of Vulkan and the Switch this makes it far easier for third party developers to also take advantage of these low level optimizations if the game they're developing or porting utilizes Vulkan on PC.

At least that's how I understand it.

You're right to a certain extent, but for example, much of the Gamecubes graphics API mirrored that of Immediate mode OpenGL. The main extras were things over command buffers and that sort of thing.

Documentation for GX API is here
 
I think peeps are really overestimating this vulkan thing. Both Nintendo and Sony have generally had fairly low-level GFX API's that gave em extra control. MS is the only company that hasn't really been as good in that sense.

What running games like these really come down to is smart approximations of standard effects, and other tricky optimizations.

Yes, they all have low level API's but they were proprietary. ie, games written for one API would not automatically work well on the other.

Theoretically, Switch could get the same synergy from Vulkan that Xbox has with Direct X.

PC games written for Vulkan should port easily to Switch, much like how Xbox games easily port to Windows 10 and vice-versa.

You're right to a certain extent, but for example, much of the Gamecubes graphics API mirrored that of Immediate mode OpenGL. The main extras were things over command buffers and that sort of thing.

Documentation for GX API is here

Switch is selling better than Gamecube.. The only thing that held it back from 3rd party support (other than needing compression tech that either didn't exist yet or was cutting edge for some of the bigger games out) was it's marketshare.
 

Painguy

Member
Yes, they all have low level API's but they were proprietary. ie, games written for one API would not automatically work well on the other.

Theoretically, Switch could get the same synergy from Vulkan that Xbox has with Direct X.

PC games written for Vulkan should port easily to Switch, much like how Xbox games easily port to Windows 10 and vice-versa.



Switch is selling better than Gamecube.. The only thing that held it back from 3rd party support (other than needing compression tech that either didn't exist yet or was cutting edge for some of the bigger games out) was it's marketshare.

I agree with everythingyou said. Lol

Just pointing out how Vulkan isnt the reason on a technical level as to why the game runs on switch. My fault tho. I should have clarified that. :)
 

nampad

Member
Kind of weird seeing Bethesda really going all in for Nintendo and the Switch getting 2 good shooters (well, I guess TNO will be good).
 

OmegaDL50

Member
Oh man the audio design for this game is totally going to make people give strange looks at me on my commute to work everyday.

There will will be ripping and tearing on the way to work. Ripping and tearing during my lunch break, and ripping and tearing on the way home.
 

blu

Wants the largest console games publisher to avoid Nintendo's platforms.
I agree with everythingyou said. Lol

Just pointing out how Vulkan isnt the reason on a technical level as to why the game runs on switch. My fault tho. I should have clarified that. :)
In a roundabout way Vulkan is a reason, though - the less time you need to spend getting your engine to run on the platform, the more time you can spend optimizing for the platform.
 
The New Colossus.

But I wonder if they'll bother porting the new order too.

On the one hand, it should run great on Switch because there are 360/PS3 versions already available. On the other hand, the X360 version shipped on 4 dvds and clocked in at 47gb with a mandatory partial install. So they would have to do some serious thinking about where to cut down file sizes. TNO doesn't even have multiplayer to dump into an optional extra download.

Despite needing to down-port, I think New Colossus makes sense insofar as there is an active dev team working on it as we speak, and it runs on idTech6 that is being ported over to the platform via Doom. Not that I think TNO would be hard to get up and running, but they have probably judged that it wouldn't sell well enough to warrant the effort.

I'd be happy to be wrong though!
 

TheMoon

Member
And snake pass, SMT HD, project octoparh, and many more use the latest version of Unreal Engine. The latest version of Unity runs on Switch. The latest version of CryEngine runs on Switch. The same engine that powers The Divison runs on Switch. It's no surprise iD Tech 6 runs on Switch.

Source? Not aware of CryEngine support being on Switch at all.
 

Lonely1

Unconfirmed Member
There was a guy the other day downplaying these games as nothing to talk about since they are not as big as Destiny or Battlefront.

Of course, when it was pointed out to him that FIFA is bigger than both, the argument shifted to the Switch version not being Frostbite....

Big(er) in what sense? File size? Sales? Map size?

And snake pass, SMT HD, project octoparh, and many more use the latest version of Unreal Engine. The latest version of Unity runs on Switch. The latest version of CryEngine runs on Switch. The same engine that powers The Divison runs on Switch. It's no surprise iD Tech 6 runs on Switch.

Last time I checked, that one was missing.
 

Thraktor

Member
Wow that sounds like some black magic wizardry. How can a hardware-independent multiplatform API give the kind of low-level optimizations and performance of hardware-specific API? Sounds like something that breaks the very definition of the thing. And is there still an incentive for console makers to develop proprietary APIs?

Others would be much better qualified to explain this, but my understanding comes down to a few different points:

- Older APIs like OpenGL and DX11 had a lot of overhead (e.g. expensive draw calls) and limitations (e.g. running off a single thread), that have been dropped with Vulkan. Both OpenGL and DirectX originated in a time of single-core CPUs and fixed function GPUs, so Vulkan can benefit a lot from being built from the ground up with modern hardware in mind.

- Modern GPU architecture isn't actually all that different from each other. Fundamentally all GPUs from AMD, Nvidia, Intel, ARM, etc., are built around a collection of arbitrarily programmable SIMD arrays, with an assortment of relatively standard fixed function hardware for handling texture sampling, rasterisation, etc. The specifics of each of these blocks will change a bit from one GPU to the next, but the core paradigm is the same. As such, a lot of what we may think of as "low-level" optimisation, is actually independent of any particular hardware.

- Much hardware-specific optimisation can be done within a hardware agonistic API. For example, optimising your workloads around the wavefront/warp sizes, or the LDS capacities of the GPU in question.

- For anything which isn't properly exposed by the API, the hardware designer can just implement is as an extension to the API. I'd expect Switch's NVN to have a lot of these, such as providing support for conservative rasterisation (not that I expect much use of it on Switch), and perhaps more explicit control over how the GPU performs tiling.

I'd liken it to the difference between high-level and low-level programming languages. C++ is a much lower-level language than, say Visual Basic, but doesn't need to limit itself to just one CPU to do that. It requires a better programmer to utilise it properly, and to really get the most out of a fixed platform you would want to understand the CPU you're working on, but it still does its job right across different CPUs and ISAs.

I was talking about ID giving a keynote. They like to talk about the magic they pull off. If Doom on Switch is a solid 60 and looks comparable to the bigger consoles (like the reveal video), they'll want to brag about how they did it...

Ah, I misinterpreted you. I still wouldn't expect Nintendo to allow it, I don't think I've ever seen a GDC talk that covers technical details of a Nintendo platform (although admittedly we haven't seen envelope-pushing engines on Nintendo platforms for quite a while).
 
Others would be much better qualified to explain this, but my understanding comes down to a few different points:

- Older APIs like OpenGL and DX11 had a lot of overhead (e.g. expensive draw calls) and limitations (e.g. running off a single thread), that have been dropped with Vulkan. Both OpenGL and DirectX originated in a time of single-core CPUs and fixed function GPUs, so Vulkan can benefit a lot from being built from the ground up with modern hardware in mind.

- Modern GPU architecture isn't actually all that different from each other. Fundamentally all GPUs from AMD, Nvidia, Intel, ARM, etc., are built around a collection of arbitrarily programmable SIMD arrays, with an assortment of relatively standard fixed function hardware for handling texture sampling, rasterisation, etc. The specifics of each of these blocks will change a bit from one GPU to the next, but the core paradigm is the same. As such, a lot of what we may think of as "low-level" optimisation, is actually independent of any particular hardware.

- Much hardware-specific optimisation can be done within a hardware agonistic API. For example, optimising your workloads around the wavefront/warp sizes, or the LDS capacities of the GPU in question.

- For anything which isn't properly exposed by the API, the hardware designer can just implement is as an extension to the API. I'd expect Switch's NVN to have a lot of these, such as providing support for conservative rasterisation (not that I expect much use of it on Switch), and perhaps more explicit control over how the GPU performs tiling.

I'd liken it to the difference between high-level and low-level programming languages. C++ is a much lower-level language than, say Visual Basic, but doesn't need to limit itself to just one CPU to do that. It requires a better programmer to utilise it properly, and to really get the most out of a fixed platform you would want to understand the CPU you're working on, but it still does its job right across different CPUs and ISAs.



Ah, I misinterpreted you. I still wouldn't expect Nintendo to allow it, I don't think I've ever seen a GDC talk that covers technical details of a Nintendo platform (although admittedly we haven't seen envelope-pushing engines on Nintendo platforms for quite a while).

I recall reading about a deep dive into the Gamecube, but my memory could be fuzzy... I also recall Factor 5 explaining how they pulled on some of the things they did in Rogue Squadron. Nintendo hasn't really had anything of worth to show in that regard in almost 20 years though, tbh...
 
Idk this just feels like a really incredible paradigm shift for Nintendo 3rd party. These are 2 great games that really fill the library also doubled up with the Sports games (2K and Fifa)

Bethesda bringing the full suite is very enticing and has really pushed me to consider buying those games on Switch. I even have Doom for PC already and Id rebuy for Switch.

I dont even have a Switch lol
 
Idk this just feels like a really incredible paradigm shift for Nintendo 3rd party. These are 2 great games that really fill the library also doubled up with the Sports games (2K and Fifa)

Bethesda bringing the full suite is very enticing and has really pushed me to consider buying those games on Switch. I even have Doom for PC already and Id rebuy for Switch.

I dont even have a Switch lol

I was unsure of whether to get a Switch, but the announcement of Doom totally sold me!

I even feel more compelled to play the OK multiplayer on the go.
 

BFIB

Member
I was unsure of whether to get a Switch, but the announcement of Doom totally sold me!

I even feel more compelled to play the OK multiplayer on the go.
Ive more fun on the Switch this year than I have on any console dating all the way back to the super nintendo.

Worth every penny, especially if you have not played BotW.
 
Idk this just feels like a really incredible paradigm shift for Nintendo 3rd party. These are 2 great games that really fill the library also doubled up with the Sports games (2K and Fifa)

Bethesda bringing the full suite is very enticing and has really pushed me to consider buying those games on Switch. I even have Doom for PC already and Id rebuy for Switch.

I dont even have a Switch lol

It does feel like something we haven't really seen with a Nintendo console in ages. New, AAA support on a console that's actually selling very well where the games are basically the same as on the other consoles, graphical changes notwithstanding.

People often say that Nintendo needs to just put out a console with their great exclusives and the horespower to play the new AAA games and everyone will buy it. Well, it seems like that may be happening.
 

Thraktor

Member
I recall reading about a deep dive into the Gamecube, but my memory could be fuzzy... Nintendo hasn't really had anything of worth to show in that regard in almost 20 years, tbh...

Nintendo were actually very open with the Gamecube's specs, but they were heavily misinterpreted, which I think is the primary reason they've avoided talking about hardware since then. In particular, Sony and MS had both released purely theoretical polygon/second figures (i.e. untextured, unlit, unshaded polygons probably not even rendered to screen) in the region of 100 million/s, while Nintendo specified 12 million polys/s as a real-world estimate based on fully textured, bump-mapped polys with multiple light sources. Of course, a lot of people didn't pay attention to the details, and it established a narrative where Gamecube could handle "only" 12 million poly/s versus PS2's supposed 100 million.

In reality when it came to rendering polygons with multiple texture layers, bump mapping, dynamic lighting from multiple sources, etc, etc, the Gamecube could push a lot more than the PS2, but there were still plenty of people who just looked at those two numbers, saw one was bigger than the other, and stuck to the belief that PS2 was far more powerful than Gamecube, irrespective of what they could see in front of them on screen. There's a lot more to GPUs than just polygons per second, but that was what people latched onto at the time, and for Nintendo I think it illustrated the potential pitfalls with providing detailed technical specs to a general public who aren't able to properly interpret them.

Now obviously Wii was a lot less powerful than competing devices, so there was much less incentive to talk about hardware power at all, but I think the way the Gamecube's spec sheet was interpreted by the press and the public had a big impact on their attitude towards talking about hardware from that point on.
 
Others would be much better qualified to explain this, but my understanding comes down to a few different points:

- Older APIs like OpenGL and DX11 had a lot of overhead (e.g. expensive draw calls) and limitations (e.g. running off a single thread), that have been dropped with Vulkan. Both OpenGL and DirectX originated in a time of single-core CPUs and fixed function GPUs, so Vulkan can benefit a lot from being built from the ground up with modern hardware in mind.

- Modern GPU architecture isn't actually all that different from each other. Fundamentally all GPUs from AMD, Nvidia, Intel, ARM, etc., are built around a collection of arbitrarily programmable SIMD arrays, with an assortment of relatively standard fixed function hardware for handling texture sampling, rasterisation, etc. The specifics of each of these blocks will change a bit from one GPU to the next, but the core paradigm is the same. As such, a lot of what we may think of as "low-level" optimisation, is actually independent of any particular hardware.

- Much hardware-specific optimisation can be done within a hardware agonistic API. For example, optimising your workloads around the wavefront/warp sizes, or the LDS capacities of the GPU in question.

- For anything which isn't properly exposed by the API, the hardware designer can just implement is as an extension to the API. I'd expect Switch's NVN to have a lot of these, such as providing support for conservative rasterisation (not that I expect much use of it on Switch), and perhaps more explicit control over how the GPU performs tiling.

I'd liken it to the difference between high-level and low-level programming languages. C++ is a much lower-level language than, say Visual Basic, but doesn't need to limit itself to just one CPU to do that. It requires a better programmer to utilise it properly, and to really get the most out of a fixed platform you would want to understand the CPU you're working on, but it still does its job right across different CPUs and ISAs.

Thanks Based Thraktor.

Why is DOOM 60$??
I fully expected and called this, but has it been confirmed anywhere?

Waiting for it to show up on Amazon so i can pre-order.
 

Fiendcode

Member
Idk this just feels like a really incredible paradigm shift for Nintendo 3rd party. These are 2 great games that really fill the library also doubled up with the Sports games (2K and Fifa)

Bethesda bringing the full suite is very enticing and has really pushed me to consider buying those games on Switch. I even have Doom for PC already and Id rebuy for Switch.

I dont even have a Switch lol
I think banking on the platform early is really going to pay off for Bethesda too. Doom and Skyrim will both be huge sellers this year, Skyrim especially as Nintendo seems to have given them the Black Friday slot.

Other publishers should definitely take notice.
 

GrayFoxPL

Member
It's gonna be 18 fps like Saturn Doom. ;)

Wii owners shouldn't sweat if it's 30 but locked, unstable 60 fps that jumps all over would feel a lot worse.

Edit: Sorry, didn't see that I wrote wii instead of switch. Brain is decaying.
 
Top Bottom