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Nintendo Switch Dev Kit Stats Leaked? Cortex A57, 4GB RAM, 32GB Storage, Multi-Touch.

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PrimeBeef

Member
I second this.

Can't believe there are people that don't want a web browser with HTML 5 compatibility on the Switch.

I prefer it over Chromecast to watch something on TV because it's a pain trying to scroll back 5 seconds in a video on your phone because you end up going back over a minute instead and then it becomes a mess trying to get back to where you wanted.

Maybe because people would prefer using their phones? I have no deed for a browser or apps on my gaming consoles. I don't web browse on my TV, and when I play games, I just play games. If I need the internet while playing I can use my phone or go to my computer lair.
 

MCN

Banned
Maybe because people would prefer using their phones? I have no deed for a browser or apps on my gaming consoles. I don't web browse on my TV, and when I play games, I just play games. If I need the internet while playing I can use my phone or go to my computer lair.

Oh, I'm so glad that you're here to speak for everyone.
 

MacTag

Banned
Shovel Knight ?
Also the Steamworld games, Shantae games, VVVVVV, Freedom Planet, Adventures of Pip, Stealth Inc 2, Cave Story, Elliot Quest, Tengami, Teslagrad, Toki Tori series and others. It's actually kind of remarkable how many given Wii U's low sales and 3DS' low capabilities.
 

Oregano

Member
Thanks for the answers, I'll try to do my part and buy Mario Kart port at least (MAYBE smash too) I skipped the wiiU, but I'm on board for every Nintendo handheld.

Also, I know bayonetta 2 didnt sell a lot, but I have some hopes with bayonetta 2 inclussion in Smash and Platinum Games being in the list of devs supporting the Switch.

I wouldn't rule it out. Out of their Wii U games Wonderful 101 and Star Fox would be much more difficult to port. Square Enix ruled out Nier and CyGames wasn't listed as a Switch supporter so it's not either of those two games.

Shovel Knight ?

That was a Wii U/3DS game from the start.

EDIT:
Also the Steamworld games, Shantae games, Freedom Planet, Adventures of Pip, Stealth Inc 2, Elliot Quest, Tengami, Teslagrad, Toki Tori series and others. It's actually kind of remarkable how many given Wii U's low sales and 3DS' low capabilities.

The bolded all started on Nintendo platforms. Some of the others I've never heard of but good point on Freedom Planet and Stealth Inc 2 but they're not on the level of something like Owlboy.
 

MacTag

Banned
That was a Wii U/3DS game from the start.

EDIT:

The bolded all started on Nintendo platforms. Some of the others I've never heard of but good point on Freedom Planet and Stealth Inc 2 but they're not on the level of something like Owlboy.
Shovel Knight was PC/Mac/Linux at the start. Wii U and 3DS were added during the Kickstarter but they weren't the platforms it originated on by any stretch.

Also in reality Owlboy isn't big as you think. Freedom Planet sold about 6 times as much going by Steamspy. Shovel Knight absolutely destroys it.
 

Oregano

Member
Shovel Knight was PC/Mac/Linux at the start. Wii U and 3DS were added during the Kickstarter but they weren't the platforms it originated on by any stretch.

Also in reality Owlboy isn't big as you think. Freedom Planet sold about 6 times as much going by Steamspy. Shovel Knight absolutely destroys it.

When Shovel Knight went up on Kickstarter they were already talking to Nintendo but couldn't confirm that they would be able to include Wii U/3DS. The game launched day and date on Nintendo platforms.

Freedom Planet and Shovel Knight have been on sale much longer and Owlboy is really hot right now(/Mugatu).
 

Polygonal_Sprite

Gold Member
Leveraging partners and relationships to fill the gaps in your own competence is just good business. Nintendo got a rude awakening with Wii U (partially the 3DS as well) that the industry at large had left them behind in a lot of ways when they were basking in the success of the Wii and DS concepts. Over the last few years they have really started leaning on younger voices inside the company to drive their creative development, reached out to DeNA to handle online services and mobile development, and leaned heavily on Nvidia to make sure they didn't have a repeat of the Wii U development environment fiasco.

Whatever level of disappointment people feel about the hardware grunt of the Switch aside, they have made a lot of good moves lately. Their marketing in the west for the Switch has already been leagues better than Wii U, on top of all the other key internal changes. It's been a dramatic turnaround for a company as big as Nintendo. If you've never worked for a large company before, it's hard to grasp how much internal inertia exists supporting certain policies and processes, and how much effort it takes to get buy in from everyone internally to pursue a new vision, even after significant failure. I worked for a huge medical device company for a few years, and their modernization effort started years before I arrived there and wasn't finished when I left. It seems like Iwata's final years while he was struggling with his illness were spent putting all of this in motion. The people who have picked up the pieces in his absence have rallied around his new vision admirably. The Switch is quite literally a tribute to him at this point, and on top of it rides the future of the company's dedicated device business.

I don't think Nintendo get nearly enough praise for the strides they've made since 2013. The DeNA deal, getting the big name WiiU games out after a disastrous start to HD development, unifying their development teams, the arrival of amiibo, teaming up with Nvidia for project NX, Pokemon Go and it's synergy which sent the mainline 3DS Pokemon software sales both old and new into orbit, the drastically improved reveal of Switch and now the triple combo of Super Mario Run, the NES Classic and the theme park announcement.

Sure they were behind in several key areas compared to other companies but there has been a very concerted effort to improve almost every area of their business in what is a very short time period all the while while losing their leader and President.

Getting back on topic I'm going to be very interested to see what this new hardware architecture aswell as the consolidation of their handheld and home console development teams means for the number of first party titles they're able to launch per year. I would be happy with one decent sized title per quarter with three or four smaller titles per year. Eight exclusive Nintendo games per year on top of indies, third party ports and whatever collaborative games they can create would be a good number to aim for imo.

With the Holidays and everything I've just realised it's only two weeks next Thursday until the big Switch event, I can't wait to see what Nintendo's first party can do on this apparent limited hardware. I'm sure they won't let anyone down.
 

MacTag

Banned
When Shovel Knight went up on Kickstarter they were already talking to Nintendo but couldn't confirm that they would be able to include Wii U/3DS. The game launched day and date on Nintendo platforms.

Freedom Planet and Shovel Knight have been on sale much longer and Owlboy is really hot right now(/Mugatu).
Really hot right now is 40k I guess. Both Freedom Planet and Shovel Knight sold faster iirc.
 
Getting back on topic I'm going to be very interested to see what this new hardware architecture aswell as the consolidation of their handheld and home console development teams means for the number of first party titles they're able to launch per year. I would be happy with one decent sized title per quarter with three or four smaller titles per year. Eight exclusive Nintendo games per year on top of indies, third party ports and whatever collaborative games they can create would be a good number to aim for imo.

With the Holidays and everything I've just realised it's only two weeks next Thursday until the big Switch event, I can't wait to see what Nintendo's first party can do on this apparent limited hardware. I'm sure they won't let anyone down.

Between the Wii U and 3DS Nintendo typically published 20 or so games a year, so I'd expect something more like 15 or so accounting for increased dev time going from 3DS to switch.
 

Polygonal_Sprite

Gold Member
Between the Wii U and 3DS Nintendo typically published 20 or so games a year, so I'd expect something more like 15 or so accounting for increased dev time going from 3DS to switch.

I'd be delighted with that. At this point in my life, one game a month is more than enough to keep me occupied.
 
Between the Wii U and 3DS Nintendo typically published 20 or so games a year, so I'd expect something more like 15 or so accounting for increased dev time going from 3DS to switch.


On the other hand, they can do more games per year because they only need to worry about one platform now as opposed to two platforms, so less of their resources are divided.
 

Vanillalite

Ask me about the GAF Notebook
The developers will figure it out. I'm sure it'll be worth it for them, I think.

Sometimes you just can't do to hardware or even if you can you compromise so much you end up with Half-Life 2 on the OG Xbox which nobody wants.

Portable mode and docked mode will maintain frame rate parity as long as the resolution relationship is within that 2.5X ratio. I think that part of Switch design in particular is pretty damn smart.

Rocket League will simply have less FXs than other versions. The biggest concern is any reduction in physics that might affect gameplay, but visually you can scale it down without affecting gameplay.

Worse case scenario is to go 360p on batteries and 540p while docked. Simple quad pumping of pixels will make each output good fine.

I'm not sure if they can even run the game on the CPU clock numbers we are talking in portable mode.
 

kIdMuScLe

Member
Sometimes you just can't do to hardware or even if you can you compromise so much you end up with Half-Life 2 on the OG Xbox which nobody wants.



I'm not sure if they can even run the game on the CPU clock numbers we are talking in portable mode.

I'm sure rocket league should run fine... doesn't Nvidia have the best physics engine tools? I'm sure Nvidia should be able to help out in that area
 

EDarkness

Member
Sometimes you just can't do to hardware or even if you can you compromise so much you end up with Half-Life 2 on the OG Xbox which nobody wants.



I'm not sure if they can even run the game on the CPU clock numbers we are talking in portable mode.

Based on what we know about the NS, it shouldn't have any problems running that game. Put those worries to rest. We're not looking at a PS4 vs Wii situation. The question is whether or not they'll bring the game over in the first place. Based on some responses in this thread, I think it would be in their best interest to do so. They'd get quite a bit of buzz.
 
Maybe because people would prefer using their phones? I have no deed for a browser or apps on my gaming consoles. I don't web browse on my TV, and when I play games, I just play games. If I need the internet while playing I can use my phone or go to my computer lair.

Good for you? Your personal disinterest in browsing on your game system isn't a valid reason not to include features that are pretty much standard on all systems nowadays and are useful for a number of people
 
On the other hand, they can do more games per year because they only need to worry about one platform now as opposed to two platforms, so less of their resources are divided.

I think the additional time/budget that comes with HD assets would balance out those types of gains. I'd say something like 15 first party games a year is a safe bet and an impressive one too.

Although if development is that much easier as people like Pachter have been saying, maybe that's an underestimate. Who knows!
 

Oregano

Member
I think the additional time/budget that comes with HD assets would balance out those types of gains. I'd say something like 15 first party games a year is a safe bet and an impressive one too.

Although if development is that much easier as people like Pachter have been saying, maybe that's an underestimate. Who knows!

We know at least one studio is using Unreal Engine 4 as well(Next Level Games) so if Nintendo is willing to embrace middleware that will help their productivity too.
 

Roo

Member
On the other hand, they can do more games per year because they only need to worry about one platform now as opposed to two platforms, so less of their resources are divided.
Probably 15 of those "20 or so games a year" were 3DS games so I wouldn't count with that many titles a year even if it's just one platform now.
Every single game will be developed in HD so the dev time will be roughly the same as it is now.
 

Oregano

Member
They used Unity for SMR too.

Oh yeah that's probably more significant too because that's one of the core Japanese teams.

EDIT: I'd still expect less releases over all compared to Wii U&3DS because more and more games will receive post-launch support.
 
Just tried out DS3 on my potato laptop (i7 4610M, GTX 745M downlocked to 780MHz [absolute lowest it would allow me to go, but since it's only a Kepler chip, I suppose that the added speed would bring it more in-line with a lower-clocked Maxwell/Pascal card in terms of efficiency], 8GB DDR3). It took me going down to low settings @ 1024x576 to get within the 20-40FPS ballpark.
 
Probably 15 of those "20 or so games a year" were 3DS games so I wouldn't count with that many titles a year even if it's just one platform now.
Every single game will be developed in HD so the dev time will be roughly the same as it is now.
Should be easier to make HD games now that they have a generation of tools, engines, and experience but yeah, should be harder to make 20 original HD games.
I had checked before and on a good year (this feels more like an off year with a messed up schedule) and it's usually around 12:8 in terms of games.
Should still be a lot more games per system than before.
Should also feel like more games because they won't have to do the 3D Land->3D World; NSMB2->NSMBU which makes it feel mostly redundant
 

Mr Swine

Banned
Should be easier to make HD games now that they have a generation of tools, engines, and experience but yeah, should be harder to make 20 original HD games.
I had checked before and on a good year (this feels more like an off year with a messed up schedule) and it's usually around 12:8 in terms of games.
Should still be a lot more games per system than before.
Should also feel like more games because they won't have to do the 3D Land->3D World; NSMB2->NSMBU which makes it feel mostly redundant

Nintendo can still make smallish and medium sized games with 3DS budgets. Just make it run at 720p undocked and 1080p docked and have a ton of AA and stuff
 

Enduin

No bald cap? Lies!
They should have a game every month and then a few months of the year where they release two titles as well.

Say they have a console level game every odd month and a more handheld style game every even month with then months like Feb/March and Nov/Dec where they have both.

Plus help publish some other games throughout the year, but probably on the smaller end most of the time.
 

Shahadan

Member
Didn't Mario 3DW and Link Between Worlds release within the same week?

Different platforms though.

2 big titles in a month will probably be a rarity except maybe for christmas. Well and launch obviously.
They probably have a balance of big games and smaller ones planned already anyway
 

Vic

Please help me with my bad english
Different platforms though.

2 big titles in a month will probably be a rarity except maybe for christmas. Well and launch obviously.
They probably have a balance of big games and smaller ones planned already anyway
They'll probably release titles aimed to be big sellers around every 6 to 8 weeks. I can see them releasing smaller titles at a faster rate, including ports.
 

thefro

Member
I feel like they probably should, or at least one every 3 weeks. Definitely give us something to play every month on a single platform.

Barring any other partnerships, I see this as Nintendo's max output in 2017:
- Breath of the Wild
- 3D Mario Switch
- Pokemon Stars
- Splatoon Switch
- Smash Switch
- Mario Kart 8 Switch
- Mario Maker Switch
- New IP from EPD
- Pikmin 4 (or another new IP)
- Mini-game/demo collection
- Mario Sports Superstars (3DS port)
- Retro's game
- Other game Next Level is working on
- Game from Intelligent Systems
- Ever Oasis (might as well port this one up too)

3rd party publishers:
- Mario/Rabbids RPG from Ubisoft
- Pokken Switch Edition
- Hyrule Warriors Port
- Mario & Sonic at the Winter Olympic Games

I do think they'll have a few other partnerships up their sleeves for stuff and probably several of the games I listed will be 2018. Obviously they could have several eShop-level titles on top of that, Gamecube VC, Mother 3 digital release in the West, etc.

2018 would be Monolith Soft's game, Platinum-developed title (I think they're booked for next year already), probably Fire Emblem, Animal Crossing, next Mario Party, and maybe another new thing or two. Sakurai could possibly have a new project ready if he's not working FT on the Switch Smash port.

Basically without the "Championship Edition" ports they won't be able to sustain a game every 3 weeks. Luckily they do seem to have some 3rd party support lined up and indie support looks to be strong.
 
I think people hoping for or getting excited about a big game every month or even every quarter from Nintendo need to get their expectations in check, regardless of Nintendo moving to a unified platform. Don't go in expecting the world. Nintendo has been 'learning from droughts' from the last how many generations now?
 

Shahadan

Member
I'm curious to see how they'll handle the differences for big and smaller titles. Different branding? Nothing in particular?
Considering we're going to have all sorts of types of games on the same device I'm not sure what's the right strategy here.

Either unite digital only/mobile/smaller handheld like titles under a single banner and leave retail to have its separate visibility, or treat everything the same way.
I can't see it going without "accidents" either way if they don't have a clear vision and have briefed devs accordingly.
 

Roo

Member
I think people hoping for or getting excited about a big game every month or even every quarter from Nintendo need to get their expectations in check, regardless of Nintendo moving to a unified platform. Don't go in expecting the world. Nintendo has been 'learning from draughts' from the last how many generations now?
Those droughts were in big part caused because teams always were focused on two simultaneous platforms. Wii U being HD and needing more resources/time sadly got the short end of the stick compared to 3DS.

As I said, I don't expect Nintendo to blow their entire IP portfolio this coming gen but it shouldn't be that bad this time around.
 

MacTag

Banned
I'd expect the 1st party Switch lineup to mirror Wii's first year and a half or so in terms of frequency, averaging a little over a game a month. For the US that was:

Nov 06
-The Legend of Zelda: Twilight Princess
-Wii Sports
-Excite Truck

Jan 07
-Wario Ware: Smooth Moves

Feb 07
-Wii Play

Apr 07
-Super Paper Mario

May 07
-Mario Party 8

Jun 07
-Big Brain Academy: Wii Degree
-Pokémon Battle Revolution

Jul 07
-Mario Strikers Charged

Aug 07
-Metroid Prime 3: Corruption

Oct 07
-Donkey Kong: Barrel Blast
-Batallion Wars 2

Nov 07
-Fire Emblem: Radiant Dawn
-Super Mario Galaxy
-Mario & Sonic at the Olympic Games
-Link's Crossbow Training

Jan 08
-Endless Ocean

Mar 08
-Super Smash Bros. Brawl

Apr 08
-Mario Kart Wii

May 08
-Wii Fit
-Dr. Mario Online RX

Jun 08
-My Pokémon Ranch
-Magnetica Twist


I say this because GC to Wii feels a lot like Wii U to Switch in terms of projects being held back and reworked, and seems to be a comparable performance jump. Also insiders have hinted towards a pretty heavy 1st party effort coming for Switch's first year, it sounds like Nintendo's going all out upfront again which they really haven't done since Wii.
 

Daedardus

Member
Friendly reminder that this is the technical discussion thread, so be aware that you don't clog up the thread too much with possible games discussion.

I do wonder what the price range of an additional dock can be. It does require an active controller to convert and reroute the data from the DisplayPort bus into a HDMI and USB signal. This may add a couple of dollars to the production cost, which adds a larger bit on the suggested retail price. I'm actually guessing at 25 to 30 dollars factoring in everything. If it's much more it won't be attractive for the consumers anymore.
 
I can't see it worth more than $20 for what it does. It charges the Switch/is a power source and indirectly boosts the clockspeed to normal speed. If they charge more than that, its a bit much imo..
 

Tehalemi

Member
Merry Christmas NintenGAF!
the ones that didn't go insane
May this day be undocked and next year switched for you.

tumblr_mx3vodC7X31qa71pqo1_250.gif
 
I'm hopeful for $20 docks but I feel like they'll want a nice little profit on each one so I could see it get as high as $50.

Anyway I'm curious if there are any examples of modern(ish) games on consoles benefiting from different or improved APIs, such that you can see a noticeable difference even on the same hardware. I'm trying to wrap my head around how exactly the APIs/dev tools help get more performance out of the hardware.
 

Oregano

Member
I'm hopeful for $20 docks but I feel like they'll want a nice little profit on each one so I could see it get as high as $50.

Anyway I'm curious if there are any examples of modern(ish) games on consoles benefiting from different or improved APIs, such that you can see a noticeable difference even on the same hardware. I'm trying to wrap my head around how exactly the APIs/dev tools help get more performance out of the hardware.

I think the closest examples I can think of are the Rogue Squadron games on GameCube or Ironfall on the 3DS. In both cases the developers bypassed Nintendo's APIs altogether and got a lot more performance compared to anyone else.
 
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