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How much more powerful is the Switch vs Wii U?

It's really nothing to write home about.

It's closer to a PS4 vs. PS4 Pro difference than it is a Console Gen 1 vs. Console Gen 2 upgrade.

Which should be expected, but nonetheless


The footage shown of Mario Odyssey is pretty, but it really isn't much to write home about either in terms of visuals, and after seeing games like SM3DW or MK8 on the WiiU, I wouldn't be surprised if that game could have been cross-platform as well.
Its more like x bone vs x bone x
 

thelastikilla

Neo Member
Around 3x when docked and +50% undocked I think.

Splatoon 2 evidence that the console can run the game at 2x resolution docked and same resolution undocked at the same time that improve graphics significantly (Modeling, lighting, shadows, reflections...) and maintaining the rock-solid 60fps.

In terms of GFLOPS is around 2x docked and similar undocked in regard to Wii U, but the leap in terms of architecture (Old AMD DX10 and pre-GCN to actual nVidia Maxwell with DX11/12 feature level) is tremendous. Also, 3x RAM usable for games and a relatively modern ARM CPU compared to the obsolote Wii U CPU derived from GameCube.

In terms of GPU it can be around 1/3 of PS4 docked and 1/6 undocked but the more complex games may be even more limited by amount of RAM, bandwitch, CPU power... Especially the engines with high use of deferred rendering like Frostbite may be unportables by the very poor bandwith.
 
The switch gpu got a speed boost from 304mhz to 384mhz (ish) so it is 196glops exactly half of docked
Which could explain why botw on switch handheld runs as good as it does, and docked isn't doubling the resolution because you need 2.25x gpu power to go from 720p to 1080p. Not to mention, Switch only gets 25% more RAM usage in docked over handheld mode which isn't proportional to the gpu gains in docked mode.
 
Which could explain why botw on switch handheld runs as good as it does, and docked isn't doubling the resolution because you need 2.25x gpu power to go from 720p to 1080p. Not to mention, Switch only gets 25% more RAM usage in docked over handheld mode which isn't proportional to the gpu gains in docked mode.

RAM? Thats exactly the same in both modes, its gpu that is relevant and that is exact 2x in docked compared to handheld
 

ozfunghi

Member
I figured the > equals x times 2 squared was a dead giveaway, of how dumb this shit is. Lol

Sure, but then again, the rest of your comparison is rather accurate... just the Switch and WiiU were complete BS. And in a way that someone who is not well informed, might actually believe what you wrote. In a thread about this very topic, no less. It would have been different had you snuk in the 3DS somewhere between the Switch and XboxOne for instance. So surely, you can understand people responding to your "dumb shit".
 

matthewuk

Member
There seams to some confusion here.
In handheld mode the ram is clocked at 1300mhz and in docked mode the ram goes up to 1600mhz..
 
I think the biggest issue with the switch is memory bandwidth. Everything else is considerably better than the Wii u, and it shows in some of the ports we have seen.
 

Oblivion

Fetishing muscular manly men in skintight hosery
The Switch seems to have new chips with better architecture and way more RAM, which would make it a much, much bigger jump from Wii-U than the Wii was from GC, but no matter how powerful the system may be capable of in docked mode, won't it always be limited to what can be accomplished in undocked mode?
 
The Switch seems to have new chips with better architecture and way more RAM, which would make it a much, much bigger jump from Wii-U than the Wii was from GC, but no matter how powerful the system may be capable of in docked mode, won't it always be limited to what can be accomplished in undocked mode?

Sure, but since modern games and engines are made to be easily scalable that isn't really a big issue.
 
Will U is Vegeta.
Switch is Super Saiyan Vegeta when undocked.
When docked, Switch becomes Ultra Super Saiyan Vegeta. It gains power but looses mobility.
 

UltimaKilo

Gold Member
How much would have Nintendo had to lose for the power to be equal to the Xbox One is what I'm wondering. I always thought that was a bit of a mistake but it does seem to be working out for them anyways.

They would have been significantly closer had they waited for the Tegra X2 and die shrink, but the consoles price may have been significantly higher and they would have been stuck with the Wii U for longer than they should.

Still hoping to get a die shrink Switch in the future with a higher clock speed, improved kickstand and a few ounces shaved off the device, but we're not getting that any times soon.
 

ozfunghi

Member
The Switch seems to have new chips with better architecture and way more RAM, which would make it a much, much bigger jump from Wii-U than the Wii was from GC, but no matter how powerful the system may be capable of in docked mode, won't it always be limited to what can be accomplished in undocked mode?

Target for docked is 1080p (full output resolution). Target for handheld is 720p (full output resolution). That's already half the performance needed just by going handheld (for graphics). For instance, Breath of the Wild performs better in handheld mode (downclocked but at a lower resolution) than docked at full speed and a higher resolution.
 

ozfunghi

Member
It's like Gamecube -> Wii jump.
I saw zero Switch games those potentially can't run on Wii U.

This is not exactly true. The Wii was basically a beefed up Gamecube. Higher clock speed and more RAM. But with the same CPU and GPU architecture. Not only does the Switch have 3x more useable RAM compared to WiiU and more than double the raw GPU power, it is also a far far more modern architecture with added features. This was not the case from GCN > Wii.
 
They would have been significantly closer had they waited for the Tegra X2 and die shrink, but the consoles price may have been significantly higher and they would have been stuck with the Wii U for longer than they should.

Still hoping to get a die shrink Switch in the future with a higher clock speed, improved kickstand and a few ounces shaved off the device, but we're not getting that any times soon.

A Tegra X2 revision would not really improve performance all that much. If they were to release such a revision I'm pretty sure it would be purely for the increased battery life, as well as the reduced amount of space the chip will use. Which could even let them use a bigger battery if they wanted.

So basically it would be purely for battery life I think.
 

Oblivion

Fetishing muscular manly men in skintight hosery
Target for docked is 1080p (full output resolution). Target for handheld is 720p (full output resolution). That's already half the performance needed just by going handheld (for graphics). For instance, Breath of the Wild performs better in handheld mode (downclocked but at a lower resolution) than docked at full speed and a higher resolution.

What does this mean exactly?
 
They would have been significantly closer had they waited for the Tegra X2 and die shrink, but the consoles price may have been significantly higher and they would have been stuck with the Wii U for longer than they should.

Still hoping to get a die shrink Switch in the future with a higher clock speed, improved kickstand and a few ounces shaved off the device, but we're not getting that any times soon.

The Tegra X2 is not going to be feasible in a system for another 2-3 years. The board just came out commercially. If Nintendo wanted more power the best they could do is add another shader core and die shrink the current chip. That's about it. You're not getting much better than that for a long time.
 

tzare

Member
Seems a nice improvement over ps360 and wii u that provided great games last generation like gtav, uncharted, gears, Halo, tlou, rdr...

The thing is if 3rd parties will use that power to bring that kind of games to switch.
 

Fiendcode

Member
The Tegra X2 is not going to be feasible in a system for another 2-3 years. The board just came out commercially. If Nintendo wanted more power the best they could do is add another shader core and die shrink the current chip. That's about it. You're not getting much better than that for a long time.
A die shrunk Maxwell (X1) is basically Pascal (X2) anyway. Other process improvements in X2 (128bit bus, 8GB RAM) are things Nintendo would probably want anyway. The only sticking point might be using Denver CPUs rather than going for A72/73 or something but since Switch has proven such a big success perhaps Nvidia would be amenable to doing something more customized for Nintendo's needs.
 
A die shrunk Maxwell (X1) is basically Pascal (X2) anyway. Other process improvements in X2 (128bit bus, 8GB RAM) are things Nintendo would probably want anyway. The only sticking point might be using Denver CPUs rather than going for A72/73 or something but since Switch has proven such a big success perhaps Nvidia would be amenable to doing something more customized for Nintendo's needs.

The new board also allows big little core access at the same time which means they could use the A53s for games. But as I said, the board just came out and it's expensive as fuck. It's not feasible currently. And the only way to really boost the graphics is more shader cores which adds size.
 
Same console, greater leap.

latest
ttiFmQC.gif

Yoshi's Island offloads much processing to a powerful chip in the cartridge.
 

ozfunghi

Member
What does this mean exactly?

You said "no matter how powerful the system may be capable of in docked mode, won't it always be limited to what can be accomplished in undocked mode?". But even though the system doesn't run as fast in handheld mode as in docked mode, it also has to output the graphics at 720p max (because the screen is only 720p). Whereas docked, most games try to output at a higher resolution (up to 1080p). Well, because the screen is only 720p, that means the fact that the performance in handheld mode is lower, is not much of an issue since the output resolution is less taxing on the hardware to begin with. Switch can only use half of its resources in handheld mode, but it also has to do only half of the work. Ofcourse, this is only true for the graphics (GPU etc) and not for AI or game code, which doesn't change from handheld to docked.

In Zelda, you should try to run around where you
meet the Deku Tree and find the Master Sword
and it really becomes clear. Performance in handheld mode is much better than in docked mode, because eventhough the performance in handheld mode is dialed down, the lower resolution makes up for that (and more).
 
The Switch seems to have new chips with better architecture and way more RAM, which would make it a much, much bigger jump from Wii-U than the Wii was from GC, but no matter how powerful the system may be capable of in docked mode, won't it always be limited to what can be accomplished in undocked mode?

Not necessarily. It depends on the developers.

They would have been significantly closer had they waited for the Tegra X2 and die shrink, but the consoles price may have been significantly higher and they would have been stuck with the Wii U for longer than they should.

Still hoping to get a die shrink Switch in the future with a higher clock speed, improved kickstand and a few ounces shaved off the device, but we're not getting that any times soon.
At best, the GPU would have been something like 50% of the Xbox One in raw power. X2/Parker wouldn't dramatically make a difference, and it would make the price and shipment issues of the Switch even worse.


Target for docked is 1080p (full output resolution). Target for handheld is 720p (full output resolution). That's already half the performance needed just by going handheld (for graphics). For instance, Breath of the Wild performs better in handheld mode (downclocked but at a lower resolution) than docked at full speed and a higher resolution.

There is no universal "target". Devs are free to use the extra power as they wish. A game may use the power to push more geometry or AA instead of resolution changes. It would be interesting to see what a port to SSBU will do, for example, since it was already 1080p/60fps on the Wii U.

It's like Gamecube -> Wii jump.
I saw zero Switch games those potentially can't run on Wii U.


This is not exactly true. The Wii was basically a beefed up Gamecube. Higher clock speed and more RAM. But with the same CPU and GPU architecture. Not only does the Switch have 3x more useable RAM compared to WiiU and more than double the raw GPU power, it is also a far far more modern architecture with added features. This was not the case from GCN > Wii.

Ozfunghi is correct. For the same reasons, it's not really comparable to the mid-gen refreshes like the PS4Pro and even the XB1X to a lesser extent.

Any UE4 game, for example, would be difficult to port on the Wii U due to the lack of supporting tools for its architecture.
 

matthewuk

Member
I think Nintendo may move to use some of the X2 technology at some point, not so much for the power jump but to increase battery life and smooth out performance issues. So they may keep the clock speeds the same and the shader cores the same but keep the extra bandwidth and allow the CPUs higher efficiency to give a jump without messing with game logic.
 
I don't think this is true at all. PS4 struggled with that game at times.

Would love them to release it though, just so we could refer to it as The Switcher 3.

It runs fairly well on low end PCs weaker than the Switch. Lonely1 just posted a video of it running pretty badly, but still running, on the GPD Win. And the Switch is a great deal more powerful than that.
 

FyreWulff

Member
It's a notable jump, not only to RAM increase but just the general technology being used can do things more quickly than 360/U/PS3 era tech can.

Wii U only can run Mario Kart 8 at 720p and 59fps. Is not strong enough to run UE4 games.

Switch can run Mario Kart 8 at 1080p and 60fps. It has UE4 support.

This is a huge increasement in performance. Consider Switch between Xone and Wii U, perhaps closer to Wii U than Xone, but not far from the middle.

Lack of UE4 on Wii U was more office politics than actual hardware capability, considering UE4 runs on budget Android phones.
 
Lack of UE4 on Wii U was more office politics than actual hardware capability, considering UE4 runs on budget Android phones.

I'd actually say it was more a combination of hardware and interest/politics. The Wii U likely didn't have all of the features necessary for Epic to easily tweak UE4 for it, so it would've taken a good deal more work and time for them to do it, and very little incentive to do so.
 

killatopak

Member

sure.

800x540 res on sub 15fps plus all graphic quality turned low with dithering and shitty pop-in is proof that it could work on switch.

Best of all is that Geralt is just walking on the initial part of the story. It's not even while fighting or on a vast open field and the frame rate is already chugging. While fighting, it turns into 10 fps.

Switch GPU could handle it but I doubt the CPU could. Unless Switch CPU is significantly stronger than the GPD's it's just not possible.
 

LCGeek

formerly sane
Around 3x when docked and +50% undocked I think.

Splatoon 2 evidence that the console can run the game at 2x resolution docked and same resolution undocked at the same time that improve graphics significantly (Modeling, lighting, shadows, reflections...) and maintaining the rock-solid 60fps.

In terms of GFLOPS is around 2x docked and similar undocked in regard to Wii U, but the leap in terms of architecture (Old AMD DX10 and pre-GCN to actual nVidia Maxwell with DX11/12 feature level) is tremendous. Also, 3x RAM usable for games and a relatively modern ARM CPU compared to the obsolote Wii U CPU derived from GameCube.

In terms of GPU it can be around 1/3 of PS4 docked and 1/6 undocked but the more complex games may be even more limited by amount of RAM, bandwitch, CPU power... Especially the engines with high use of deferred rendering like Frostbite may be unportables by the very poor bandwith.

Dice already admitted the switch can run frostbite unlike WiiU.
 
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