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

Status
Not open for further replies.
So, I was updating our game's UE4 branch from 4.13 to 4.14 and I noticed something weird in the device profiles ini file.

This file contains graphics/performance settings overrides for specific devices, so devs can make adjustments that are applied automatically based on the GPU, iOS device, Android device/GPU or console (XB1, PS4, PS4 pro).

In 4.14 there's a new platform called "Wolf" with two variants, "WolfSea" and "WolfAir". The latter has a resolution scale set to 0.6666 along with slight reduction in shadow quality and other effects.

I couldn't find anything about any device with "Wolf" in its name and the 0.666 resolution change between the variants got me wondering if these profiles are meant for the Switch docked and undocked modes (that's the exact ratio between 720p and 1080p). A code name, perhaps?

Take this with a mountain of salt, of course.
 
That would still be limited by the Switch cpu right? Even more so than the PS4 pro.
Nope, the CPU can be upclocked. Even if it was just when docked into a "4K dock" In reality though, there is no reason Nintendo is locked at these clock speeds and we've seen devices like the PSP receive a 50% CPU clock speed upgrade.
 
Great specs and a huge leap forward...

...as a successor to the 3DS.

This isn't Nintendo's next home console despite what NoA may have suggested. I believe they said that to avoid negative headlines such as 'Nintendo pulls out of the home console market'. There's also the factor of them not wanting to take away from sales of the 3DS and Pokemon Sun/Moon.

Makes no mistake about it, this is a portable console with a dock so you can play the games on a TV as well. If you ask me to bring you a dog but I bring you a cat and call it a dog, it's still a cat and this is still a portable console.

For me, barring an absolute miracle gimmick, there is no real chance of Nintendo being moderately successful in the home console market, so a system of this style is 100% the right choice for them.

The Switch may be bigger than the usual portable Nintendo systems but things have changed and people are now used to carrying tablets and smaller slimmer laptops around with them. To be honest, I even carried my 3DS in a bag with me if I went away rather than have this huge bulge in my pocket.

All Nintendo can do now is focus on just the one system. Rather than make Mario Kart 7 for the 3DS and Mario Kart 8 for the Wii U, they can now make just one Mario Kart game and use the spare time and resources to make a completely different game instead.

So as well as getting more games from Nintendo themselves, we should also be getting the best of their portable and home console games. So Pokemon in HD and playable on the TV, as well as a huge new Zelda adventure.

This system will potentially have Nintendo's best ever software library in that regard. Kinda sad I won't be playing a Metroid game with graphics on par with the new Doom game though.
Didn't the DF article suggest that portable/docked mode were day and night regarding clocks? That graphical bump wouldn't be possible with a normal handheld, no with battery life and heat constrictions.
 
So, I was updating our game's UE4 branch from 4.13 to 4.14 and I noticed something weird in the device profiles ini file.

This file contains graphics/performance settings overrides for specific devices, so devs can make adjustments that are applied automatically based on the GPU, iOS device, Android device/GPU or console (XB1, PS4, PS4 pro).

In 4.14 there's a new platform called "Wolf" with two variants, "WolfSea" and "WolfAir". The latter has a resolution scale set to 0.6666 along with slight reduction in shadow quality and other effects.

I couldn't find anything about any device with "Wolf" in its name and the 0.666 resolution change between the variants got me wondering if these profiles are meant for the Switch docked and undocked modes (that's the exact ratio between 720p and 1080p). A code name, perhaps?

Take this with a mountain of salt, of course.
Assuming you are right, can you extrapolate anything about the performance of the Switch from those settings?
 

Plinko

Wildcard berths that can't beat teams without a winning record should have homefield advantage
So, I was updating our game's UE4 branch from 4.13 to 4.14 and I noticed something weird in the device profiles ini file.

This file contains graphics/performance settings overrides for specific devices, so devs can make adjustments that are applied automatically based on the GPU, iOS device, Android device/GPU or console (XB1, PS4, PS4 pro).

In 4.14 there's a new platform called "Wolf" with two variants, "WolfSea" and "WolfAir". The latter has a resolution scale set to 0.6666 along with slight reduction in shadow quality and other effects.

I couldn't find anything about any device with "Wolf" in its name and the 0.666 resolution change between the variants got me wondering if these profiles are meant for the Switch docked and undocked modes (that's the exact ratio between 720p and 1080p). A code name, perhaps?

Take this with a mountain of salt, of course.
Interesting.
 
https://www.youtube.com/watch?v=znX3u9U16wE the HD 7650k is what everyone is looking for, this is very close to 1:1 as a 400gflop maxwell part running only fp32.

This video is DX11 rather than vulkan, but it is also 720p, the question here is with the added features and better API, can fromsoft push similar performance at 1080p? at the very least, you now have something to youtube.
And I'm pretty sure it'll be at a more stable 30fps rather than the choppy 24fps average this is running on. Depending on which API they develop the port with.

So, I was updating our game's UE4 branch from 4.13 to 4.14 and I noticed something weird in the device profiles ini file.

This file contains graphics/performance settings overrides for specific devices, so devs can make adjustments that are applied automatically based on the GPU, iOS device, Android device/GPU or console (XB1, PS4, PS4 pro).

In 4.14 there's a new platform called "Wolf" with two variants, "WolfSea" and "WolfAir". The latter has a resolution scale set to 0.6666 along with slight reduction in shadow quality and other effects.

I couldn't find anything about any device with "Wolf" in its name and the 0.666 resolution change between the variants got me wondering if these profiles are meant for the Switch docked and undocked modes (that's the exact ratio between 720p and 1080p). A code name, perhaps?

Take this with a mountain of salt, of course.
Well let's say it is for the Switch (weird code names for it), what are we looking at quality wise from UE4 from WolfSea and WolfAir?
 
I have always thought Switch was a handheld. Thing is, with Nintendo saying it's a home console and showing "home console" games like Sky Rim, they need to walk the walk and make it worthy of being called a home console.
They clearly only used PR to say it is a home console first and foremost to get those Pokemon Christmas sales going and every other 3DS come to come out until the Switch.

Once thats done and the Switch gets marketed it will be home/portable gaming under 1 roof.
 
I do know that. That's why I literally said that with words in the very quote that you are quoting.
Then I am not sure what your point is.

You: It doesn't matter that the Switch can't play games as good as a dedicated home console because as a hybrid device it can do so much more.

Me: But wait. Using that logic, it doesn't matter if a mobile phone can't play games as good as a dedicated handheld because as a hybrid it can do so much more.

My point boils down to this question. What is the selling point of the Switch that would make people buy it over its competitors? It is stuck in the middle between two better options. On the home console side by the PS4 and XB1, and on the mobile side by mobile phones. It is really a stretch to say that combining the losing position in two separate markets makes for a strong position. That is especially true since the phone is basically required equipment nowadays.
 
I'm still thinking we'll see a 'real' Switch console in 2018.
A device that is more powerful and focused on TV output. Will play the same games as the Switch too.
I see the opposite. A Switch "Lite" that will be a real successor to 3DS. In it's current form Switch is too bulky to replace that as a dedicated portable device.
 
So, I was updating our game's UE4 branch from 4.13 to 4.14 and I noticed something weird in the device profiles ini file.

This file contains graphics/performance settings overrides for specific devices, so devs can make adjustments that are applied automatically based on the GPU, iOS device, Android device/GPU or console (XB1, PS4, PS4 pro).

In 4.14 there's a new platform called "Wolf" with two variants, "WolfSea" and "WolfAir". The latter has a resolution scale set to 0.6666 along with slight reduction in shadow quality and other effects.

I couldn't find anything about any device with "Wolf" in its name and the 0.666 resolution change between the variants got me wondering if these profiles are meant for the Switch docked and undocked modes (that's the exact ratio between 720p and 1080p). A code name, perhaps?

Take this with a mountain of salt, of course.
Hmmm..
 
Then I am not sure what your point is.

You: It doesn't matter that the Switch can't play games as good as a dedicated home console because as a hybrid device it can do so much more.

Me: But wait. Using that logic, it doesn't matter if a mobile phone can't play games as good as a dedicated handheld because as a hybrid it can do so much more.

My point boils down to this question. What is the selling point of the Switch that would make people buy it over its competitors? It is stuck in the middle between two better options. On the home console side by the PS4 and XB1, and on the mobile side by mobile phones. It is really a stretch to say that combining the losing position in two separate markets makes for a strong position. That is especially true since the phone is basically required equipment nowadays.
Can't play Pokemon, Zelda, Mario, Monster Hunter, etc. elsewhere.

Can't play multiplatform games on the go elsewhere.
 
Then I am not sure what your point is.

You: It doesn't matter that the Switch can't play games as good as a dedicated home console because as a hybrid device it can do so much more.

Me: But wait. Using that logic, it doesn't matter if a mobile phone can't play games as good as a dedicated handheld because as a hybrid it can do so much more.

My point boils down to this question. What is the selling point of the Switch that would make people buy it over its competitors? It is stuck in the middle between two better options. On the home console side by the PS4 and XB1, and on the mobile side by mobile phones. It is really a stretch to say that combining the losing position in two separate markets makes for a strong position. That is especially true since the phone is basically required equipment nowadays.
I don't get it, the console market is shrinking, the portable market is shrinking, but 3DS and Wii U sold ~75million units world wide, can Switch not sell 50m with both game libraries' strengths and the combined marketing budget?
 
Then I am not sure what your point is.
then I'll requote it;

I mean, its just as easy to look at a multipurpose device through a negative lens and say "Its not as good as a specialist device!" as it is to look through a positive lens and say "No other device can do all this!".
It's simply a question of value, and Nintendos job is to demonstrate that value. Attacking it for not outcompeting a niche product in its own niche is spectacularly missing the point.
The first paragraph is generic to all devices.
Claiming there is no value in its capabilities because someone is willfully ignoring its capabilities to focus on one specific aspect is just Blind Men with The Elephant.
Likewise whatever value there is in being multipurpose needs to be demonstrated, it isn't automatic.
 
I'm still thinking we'll see a 'real' Switch console in 2018.
A device that is more powerful and focused on TV output. Will play the same games as the Switch too.
As long as it's still actually a "Switch" device and all games must support undocked mode on the original Switch, I'm not sure how much difference it could make. How many of the people who will be dissatisfied with the docked Switch mode will become satisfied customers if games start providing a third mode with improved AA/lighting/whatever?
EventHorizon said:
It is really a stretch to say that combining the losing position in two separate markets makes for a strong position.
You know how the story goes. The first bowl of porridge was too hot, the second bowl of porridge was too cold, and the third bowl of porridge was combining the losing positions of both.
 
The rumour about battery life is from the same source that said it would be Pascal. Not credible at all.

It's less powerful than the iPhone 7(and probably other flagship phones). It won't be long until midrange ones catch up.
The biggest issue with these phone comparisons in my opinion is that you'll never find a phone designed to run at peak performance for ~5-8 hours. Or even 3 hours. Or even 2 hours for that matter. That's why we have a fan apparently.

And we do not know if the fan will run in portable mode. I personally think it won't because the Switch has motion controls and will have games designed around shaking it around. And doing that with a fan active is a recipe for disaster.

So, I was updating our game's UE4 branch from 4.13 to 4.14 and I noticed something weird in the device profiles ini file.

This file contains graphics/performance settings overrides for specific devices, so devs can make adjustments that are applied automatically based on the GPU, iOS device, Android device/GPU or console (XB1, PS4, PS4 pro).

In 4.14 there's a new platform called "Wolf" with two variants, "WolfSea" and "WolfAir". The latter has a resolution scale set to 0.6666 along with slight reduction in shadow quality and other effects.

I couldn't find anything about any device with "Wolf" in its name and the 0.666 resolution change between the variants got me wondering if these profiles are meant for the Switch docked and undocked modes (that's the exact ratio between 720p and 1080p). A code name, perhaps?

Take this with a mountain of salt, of course.
That's very interesting. Anything you can tell us about any other settings? Is 4.14 out for anyone to download now?
 
Mario and Pokemon are on mobile now too. Also 3DS (with a much higher install base) will still be around after Switch releases.
I can play Pokémon and Mario on my iPhone right now. Only a matter of time before more Nintendo IPs hit mobile so your argument doesn't hold.
I really didn't think I would have to explain what I meant when I said 'Pokemon' and 'Mario'...

In fact, I still don't.

As for 3DS having a much higher install base, well so does the Wii U. So did the PS3 when the PS4 launched. Why bother ever releasing new hardware at all then?
 
I see you already own the Switch.
True or false: Having a running fan when portable is a compromise compared to literally any mainstream handheld/phone/tablet?

It isn't confirmed that the fans are running when portable, these specs makes it unlikely imo,

As unbelievable as it sounds they allegedly spent 500 engineering years on the switch. I believe it has a decent price / features / battery / performance / battery capacity ratio. You might not agree with that ratio but thats another thing.
Well rumours were saying it ran when portable weeks before the patent came out and no one challenged that at all. It's looking more likely than not. I'd hope not personally.
 
Not the premium version of those IPs.
So what? There's more Pokémon Go players than Sun/Moon or whatever handheld entry you want to use as a measurement and Nintendo is making a killing off of it. And who is to say we won't get fuller fleshed out mobile games in the future? Does everyone's 3DS stop working when Switch is released too? Point is they were wrong to say you can only play Nintendo IPs on the go if you have Switch.
 

Inuhanyou

Believes Dragon Quest is a franchise managed by Sony
I see the opposite. A Switch "Lite" that will be a real successor to 3DS. In it's current form Switch is too bulky to replace that as a dedicated portable device.
Yeah, that's my view. Nintendo will release a version of switch that has the same components as the undocked switch capabilities(maybe at 16nm?), and then sell that alongside the traditional switch. So you have the original switch with an optional portable configuration and another cut down portable SKU for much lower cost without the dock ect.

Sell it as "Switch GO" make some money ect.

Games have to be coded for the baseline memory bandwidth, GPU and CPU anyway of portable mode, so there's no real worry about compatibility issues if they do it that way.
 
So, I was updating our game's UE4 branch from 4.13 to 4.14 and I noticed something weird in the device profiles ini file.

This file contains graphics/performance settings overrides for specific devices, so devs can make adjustments that are applied automatically based on the GPU, iOS device, Android device/GPU or console (XB1, PS4, PS4 pro).

In 4.14 there's a new platform called "Wolf" with two variants, "WolfSea" and "WolfAir". The latter has a resolution scale set to 0.6666 along with slight reduction in shadow quality and other effects.

I couldn't find anything about any device with "Wolf" in its name and the 0.666 resolution change between the variants got me wondering if these profiles are meant for the Switch docked and undocked modes (that's the exact ratio between 720p and 1080p). A code name, perhaps?

Take this with a mountain of salt, of course.
WolfSea = Dock
WolfAir = Portable

Makes sense when WolfAir has a resolution scale of 0.667 making it 720p when 1080p is 1.

Or it could be a completely different platform, just speculation.
 
True or false: Having a running fan when portable is a compromise compared to literally any mainstream handheld/phone/tablet?

Well rumours were saying it ran when portable weeks before the patent came out and no one challenged that at all. It's looking more likely than not. I'd hope not personally.
You're again missing the fact that all modern phones and tablets throttle their processors to give them any sort of battery life. There is absolutely no way Nintendo would have included a fan unless it was 100% necessary- so I wouldn't call that garbage design.

Also please find me a rumor which said the fan ran in portable mode. LKD's rumor stated that there was a fan in the dock in addition to the one in the handheld, but said nothing about a fan running when portable. Some rumors indicated an active fan in the devkit, but nothing about it running when portable.
 
Well let's say it is for the Switch (weird code names for it), what are we looking at quality wise from UE4 from WolfSea and WolfAir?
I decided to look at the file in the master branch and... Wolf, WolfSea and WolfAir all got renamed to Switch, SwitchConsole and SwitchHandheld, respectively! My hunch was right, LOL!

Here are the settings:

Code:
[Switch DeviceProfile]
+CVars=sg.ViewDistanceQuality=2
+CVars=sg.AntiAliasingQuality=2
+CVars=sg.ShadowQuality=2
+CVars=sg.PostProcessQuality=2
+CVars=sg.TextureQuality=2
+CVars=sg.EffectsQuality=2
+CVars=r.ScreenPercentage=100

[SwitchConsole DeviceProfile]
DeviceType=Switch
BaseProfileName=Switch


[SwitchHandheld DeviceProfile]
DeviceType=Switch
BaseProfileName=Switch
+CVars=sg.ViewDistanceQuality=1
+CVars=sg.AntiAliasingQuality=1
+CVars=sg.ShadowQuality=1
+CVars=sg.PostProcessQuality=1
+CVars=sg.TextureQuality=1
+CVars=sg.EffectsQuality=1
+CVars=r.ScreenPercentage=66
Now, detailing those settings would take a while (the "sg" settings are actually triggers for scalability setting groups specified in BaseScalability.ini, which you can read here: http://pastebin.com/Vh25Lpzm).

Anyway, the SwitchConsole settings are a notch lower than the UE4 defaults used on PC, PS4 and XB1. They probably serve as a good starting point to get a PS4/XB1 UE4 game to run acceptably on the Switch.
 
WolfSea = Dock
WolfAir = Portable

Makes sense when WolfAir has a resolution scale of 0.667 making it 720p when 1080p is 1.

Or it could be a completely different platform, just speculation.
I dont think its stretch to say its probably the Switch. What other platform is about to launch with UE4 support and two separate display modes?

Edit: Oh its confirmed. Neat.
 
Been watching on youtube how a bunch of newer titles indeed can run on theese intel integrated graphics, barely, but they run. I think there will not be any major issues to make modern games run on the switch. With Many compromises and tweaks that is obviously.
Here is a comparison of Rise of the Tomb Raider on Xbox 360 vs Xbox One:

https://www.youtube.com/watch?v=kXX31BFwFs0

The 360 came out in 2005. Surely the Switch will be able to keep up with new titles if developers learn how to use it properly like they did with the 360 and considering it is a lot more capable than a 360. ROTTR is a very good looking game and it's quite impressive how a console that is 11 years old can get that close to a system that came out only 3 years ago. Other games that released on both the 360/One are: Tomb Raider (2013), Metal Gear Solid V, Battlefield Hardline, Dragon Age Inquisition, Far Cry 4, Destiny, Watch Dogs, Battlefield 4, Grand Theft Auto V, Diablo 3, Metro Last Light.
 
I decided to look at the file in the master branch and... Wolf, WolfSea and WolfAir all got renamed to Switch, SwitchConsole and SwitchHandheld, respectively! My hunch was right, LOL!

Here are the settings:

Code:
[Switch DeviceProfile]
+CVars=sg.ViewDistanceQuality=2
+CVars=sg.AntiAliasingQuality=2
+CVars=sg.ShadowQuality=2
+CVars=sg.PostProcessQuality=2
+CVars=sg.TextureQuality=2
+CVars=sg.EffectsQuality=2
+CVars=r.ScreenPercentage=100

[SwitchConsole DeviceProfile]
DeviceType=Switch
BaseProfileName=Switch


[SwitchHandheld DeviceProfile]
DeviceType=Switch
BaseProfileName=Switch
+CVars=sg.ViewDistanceQuality=1
+CVars=sg.AntiAliasingQuality=1
+CVars=sg.ShadowQuality=1
+CVars=sg.PostProcessQuality=1
+CVars=sg.TextureQuality=1
+CVars=sg.EffectsQuality=1
+CVars=r.ScreenPercentage=66
Now, detailing those settings would take a while (the "sg" settings are actually triggers for scalability setting groups specified in BaseScalability.ini, which you can read here: http://pastebin.com/Vh25Lpzm).
I'd say this is threadworthy as soon as someone can make sense of these settings.
 
I really didn't think I would have to explain what I meant when I said 'Pokemon' and 'Mario'...

In fact, I still don't.

As for 3DS having a much higher install base, well so does the Wii U. So did the PS3 when the PS4 launched. Why bother ever releasing new hardware at all then?
I really didn't think I would have to explain what I meant when I said 'Pokemon' and 'Mario'...

In fact, I still don't.

As for 3DS having a much higher install base, well so does the Wii U. So did the PS3 when the PS4 launched. Why bother ever releasing new hardware at all then?
So when we give you examples your response is to move goalposts because for some reason those games don't count, right? Because that would destroy the narrative you are trying to create. Fact of the matter is I can play Nintendo games on my phone and with the money they are making it's only logical to assume that we will get more games in the future that will have greater scope and depth as they become accustomed to mobile development.

3DS doesn't stop working either when Switch comes out. It's not like their new console is the only place to play Nintendo games on the go no matter how you want to slice it.

Or Mario Run will increase the sales of the Switch if its launching with a premium Mario game as rumours suggest.
You really think mobile gamers are going to play Run, a $10 max iPhone game, and suddenly want to drop $250+ on a console/handheld hybrid? I don't think you get the mobile market. Many are saying Run kind of goofed by pricing that high and that it should have gone F2P because that's what they majority of mobile gamers want.
 

Plinko

Wildcard berths that can't beat teams without a winning record should have homefield advantage
I decided to look at the file in the master branch and... Wolf, WolfSea and WolfAir all got renamed to Switch, SwitchConsole and SwitchHandheld, respectively! My hunch was right, LOL!

Here are the settings:

Code:
[Switch DeviceProfile]
+CVars=sg.ViewDistanceQuality=2
+CVars=sg.AntiAliasingQuality=2
+CVars=sg.ShadowQuality=2
+CVars=sg.PostProcessQuality=2
+CVars=sg.TextureQuality=2
+CVars=sg.EffectsQuality=2
+CVars=r.ScreenPercentage=100

[SwitchConsole DeviceProfile]
DeviceType=Switch
BaseProfileName=Switch


[SwitchHandheld DeviceProfile]
DeviceType=Switch
BaseProfileName=Switch
+CVars=sg.ViewDistanceQuality=1
+CVars=sg.AntiAliasingQuality=1
+CVars=sg.ShadowQuality=1
+CVars=sg.PostProcessQuality=1
+CVars=sg.TextureQuality=1
+CVars=sg.EffectsQuality=1
+CVars=r.ScreenPercentage=66
Now, detailing those settings would take a while (the "sg" settings are actually triggers for scalability setting groups specified in BaseScalability.ini, which you can read here: http://pastebin.com/Vh25Lpzm).

Anyway, the SwitchConsole settings are a notch lower than the UE4 defaults used on PC, PS4 and XB1. They probably serve as a good starting point to get a PS4/XB1 UE4 game to run acceptably on the Switch.
Very cool. That pretty much confirms 720p on handheld and 1080p on TV.
 
Now, detailing those settings would take a while (the "sg" settings are actually triggers for scalability setting groups specified in BaseScalability.ini, which you can read here: http://pastebin.com/Vh25Lpzm).
Nice find.
It also lines up that the CPU is locked in both modes that all of those settings are in the GPU only scalability group.
e:
oops misread, ViewDistanceQuality, ShadowQuality and EffectsQuality are in Min,
 
I decided to look at the file in the master branch and... Wolf, WolfSea and WolfAir all got renamed to Switch, SwitchConsole and SwitchHandheld, respectively! My hunch was right, LOL!

Here are the settings:

Code:
[Switch DeviceProfile]
+CVars=sg.ViewDistanceQuality=2
+CVars=sg.AntiAliasingQuality=2
+CVars=sg.ShadowQuality=2
+CVars=sg.PostProcessQuality=2
+CVars=sg.TextureQuality=2
+CVars=sg.EffectsQuality=2
+CVars=r.ScreenPercentage=100

[SwitchConsole DeviceProfile]
DeviceType=Switch
BaseProfileName=Switch


[SwitchHandheld DeviceProfile]
DeviceType=Switch
BaseProfileName=Switch
+CVars=sg.ViewDistanceQuality=1
+CVars=sg.AntiAliasingQuality=1
+CVars=sg.ShadowQuality=1
+CVars=sg.PostProcessQuality=1
+CVars=sg.TextureQuality=1
+CVars=sg.EffectsQuality=1
+CVars=r.ScreenPercentage=66
Now, detailing those settings would take a while (the "sg" settings are actually triggers for scalability setting groups specified in BaseScalability.ini, which you can read here: http://pastebin.com/Vh25Lpzm).

Anyway, the SwitchConsole settings are a notch lower than the UE4 defaults used on PC, PS4 and XB1. They probably serve as a good starting point to get a PS4/XB1 UE4 game to run acceptably on the Switch.
well done!
 
Multiplatform games on the go is still up in the air with these specs. It might be severely gimped versions.
I think that comment is coming from the perspective of outsiders. Developers have had these kits for some time now and the overall sense I get from reading comments is that they seem fine with them. It's not like the DF info is brand new to them. Just us.
 
https://www.youtube.com/watch?v=znX3u9U16wE the HD 7650k is what everyone is looking for, this is very close to 1:1 as a 400gflop maxwell part running only fp32.

This video is DX11 rather than vulkan, but it is also 720p, the question here is with the added features and better API, can fromsoft push similar performance at 1080p? at the very least, you now have something to youtube.
I cannot see the Switch running games like this, we are comparing two different architectures. Still the games look like a blurry mess.

Here is Doom 2016 running at 30fps.
https://www.youtube.com/watch?v=nFjPf1p5vxw
 
I'd say this is threadworthy as soon as someone can make sense of these settings.
Looking at them, I can tell a few things already:

- The Switch seems to be using the full blown UE4 deferred renderer path, not the "mobile" renderer
- UE4 defaults to use "faster FXAA" in handheld and "FXAA" in console mode.
 
Very cool. That pretty much confirms 720p on handheld and 1080p on TV.
Actually I'd say this says a lot more than that. Previously we assumed the 2.5x change in clock speed would essentially be a free boost to 1080p with nothing else, but this seems to be saying that you can double* the:

  • View Distance Quality
  • Anti Aliasing Quality
  • Shadow Quality
  • Post Process Quality
  • Texture Quality
  • Effects Quality

I'd say postprocess quality and effects quality are very broad categories but this seems to indicate you get a lot more increased performance than just a bump to 1080p...

*EDIT: Disregard double, seems to be setting "2" rather than setting "1"
 
I think that comment is coming from the perspective of outsiders. Developers have had these kits for some time now and the overall sense I get from reading comments is that they seem fine with them. It's not like the DF info is brand new to them. Just us.
I personally dont believe it until I see it.
 

BY2K

Membero Americo
So, I was updating our game's UE4 branch from 4.13 to 4.14 and I noticed something weird in the device profiles ini file.

This file contains graphics/performance settings overrides for specific devices, so devs can make adjustments that are applied automatically based on the GPU, iOS device, Android device/GPU or console (XB1, PS4, PS4 pro).

In 4.14 there's a new platform called "Wolf" with two variants, "WolfSea" and "WolfAir". The latter has a resolution scale set to 0.6666 along with slight reduction in shadow quality and other effects.

I couldn't find anything about any device with "Wolf" in its name and the 0.666 resolution change between the variants got me wondering if these profiles are meant for the Switch docked and undocked modes (that's the exact ratio between 720p and 1080p). A code name, perhaps?

Take this with a mountain of salt, of course.
Well then.
 
Actually I'd say this says a lot more than that. Previously we assumed the 2.5x change in clock speed would essentially be a free boost to 1080p with nothing else, but this seems to be saying that you can double the:

  • View Distance Quality
  • Anti Aliasing Quality
  • Shadow Quality
  • Post Process Quality
  • Texture Quality
  • Effects Quality

I'd say postprocess quality and effects quality are very broad categories but this seems to indicate you get a lot more increased performance than just a bump to 1080p...
This looks like a "setting number 2" and not a 2x to me, which I think fits better.
 
Status
Not open for further replies.