th3sicknness
Member
They got back ops to run on one gig of ram! And they had local co-op mode split between the tablet and tv. Four gigs will be plenty.
They got back ops to run on one gig of ram! And they had local co-op mode split between the tablet and tv. Four gigs will be plenty.
4GB is pretty low considering the OS is going to take some of it - it's only double the Wii U while the rest of the specs will be well more than double. Though on the plus side being entirely flash memory means they won't really need to waste memory on caching for handling streaming and large levels, they should be able to load more on the fly.
4GB is pretty low considering the OS is going to take some of it - it's only double the Wii U while the rest of the specs will be well more than double. Though on the plus side being entirely flash memory means they won't really need to waste memory on caching for handling streaming and large levels, they should be able to load more on the fly.
Speed/type of and bandwidth are going to be huge factors also.Yeah that's not a great way to look at it. If they still reserve 1GB for the OS, that leaves 3GB for games; triple what's available for Wii U games.
Depends on the bandwidth, but it's highly unlikely that they get the same benefits that old consoles got. The N64 could read directly from the cart as if it were RAM, but neither the DS or 3DS could do this, so the Switch probably can't either. I mean, it's not like the Switch cart is connecting to the motherboard via a proprietary PCIe equivalent like they did in the old days.Speed/type of and bandwidth are going to be huge factors also.
First part titles will be fine, though ports could definitely suffer if multiplat.
Someone brought this up earlier(this thread or the general switch thread)--Nintendo using flash cards will help mitigate RAM issues when it comes to looking for data. Just how much and how would that help exactly again?
Depends on the bandwidth, but it's highly unlikely that they get the same benefits that old consoles got. The N64 could read directly from the cart as if it were RAM, but neither the DS or 3DS could do this, so the Switch probably can't either. I mean, it's not like the Switch cart is connecting to the motherboard via a proprietary PCIe equivalent like they did in the old days.
It should still be a lot faster than streaming from a disk, though.
Wait, Wii-U's GPU performs lower flops than the 360's GPU? I thought it was more advanced in every way?
So why did Nintendo abandon this? Reading from cart as it were ram seems to be a very good idea.
This is Nintendo's patent from a few months ago. Is this accurate to switch?
http://i.imgur.com/t3BCnp4.png
4GB is pretty low considering the OS is going to take some of it - it's only double the Wii U while the rest of the specs will be well more than double. Though on the plus side being entirely flash memory means they won't really need to waste memory on caching for handling streaming and large levels, they should be able to load more on the fly.
Yeah that's not a great way to look at it. If they still reserve 1GB for the OS, that leaves 3GB for games; triple what's available for Wii U games.
No one loads data from a Blu-Ray anymore.
The use of Game Cards will not compensate for a possible lack of system ram.
Second time i've seen this, where did this 800MB for the OS rumor originate from?
Iirc they're reserving 800mb for the OS
Second time i've seen this, where did this 800MB for the OS rumor originate from?
4GB of kind of slowish ram will hurt the Switch if the market sees the Switch in the competition with the PS4 and Xbox One.
Selling that mobile mode as deciding factor will be crucial for Nintendo.
Cuningas de Häme;226450606 said:How do you know that? Heck, we don't even know the real amount of RAM, 4 is rumoured and 3,2 for games.
One would think that coming up with all these negatives about Nintendo would be exhausting...
Didn't LKD and Rogers said that it was actually 4GB for games?
They said 4 totalDidn't LKD and Rogers said that it was actually 4GB for games?
Some gaffer insider leaked it.
Game cards are likely to be quite a bit faster than the hard drives in PS4/XB1, so in that way they could very well make up for some system RAM.
But that wouldn't necessarily work for digital games if the rumors about microSD card support are true, so I agree that I don't think game cards will be the intended solution to getting around RAM/RAM speed.
Cuningas de Häme;226450606 said:How do you know that? Heck, we don't even know the real amount of RAM, 4 is rumoured and 3,2 for games.
No one loads data from a Blu-Ray anymore.
The use of Game Cards will not compensate for a possible lack of system ram.
You won't lack of ram for barely 2GB difference when it's obvious you'll hit a wall before because of the lower GPU horse power. That and the better VRAM management with Maxwell and Pascal..
How are card advantages academic if cards represent the baseline of the system?Any transfer rate and latency advantages the Game Cards could provide over hard disks are rather academic. Devs are forced to take care about how to compensate the best if there is not enough ram avaiable.
Yes, in the order of ~68GB/s on a 128-bit bus.We know what nVidia is doing with Tegra Pascal. And there just technical limits one can do with LPDDR4 right now.
Less like walls, more like speedbumps. The real barrier (as always) will be how the system and it's software sell.The lack of system ram is indeed just another wall like the lower GPU power, yes.
I'm less worried about amount of RAM and more wondering the type. Will it be LPDDR4? I doubt it'll be GDDR5 and HBM is out of the question.
This concern trolling about RAM is getting fairly tiresome. The Switch will not get or lose third party titles on the basis of RAM.
Any transfer rate and latency advantages the Game Cards could provide over hard disks are rather academic. Devs are forced to take care about how to compensate the best if there is not enough ram avaiable.
We know what nVidia is doing with Tegra Pascal. And there just technical limits one can do with LPDDR4 right now.
50GB/s RAM is what Nvidia is using in the Pascal based Parker SoC, which isn't a technical limitation, LPDDR4 can go into the high 60GB/s range. If that's slow then you must also consider XBox One to have slow RAM as well.
3.2GB in Switch versus 4.5/5GB in PS4, 5GB in XBO and 5.5GB in PS4Pro doesn't seem too bad for ports. Especially as the base resolution will probably be 720p versus the 900p-4k targets we see on the other platforms.
Just out of curiousity why is HBM out of the question*? I think we discussed this like ~20 pages back but is the cost really that prohibitive? Like, do we know if it's something like 2-3x the cost of LPDDR4 or more like 20-30x the cost?
*I don't expect it because everyone constantly says not to but I'm curious about the reasoning.
Just out of curiousity why is HBM out of the question*? I think we discussed this like ~20 pages back but is the cost really that prohibitive? Like, do we know if it's something like 2-3x the cost of LPDDR4 or more like 20-30x the cost?
*I don't expect it because everyone constantly says not to but I'm curious about the reasoning.
I'm pretty sure patches/dlc will be saved to system memory. That's how PSP, 3DS and Vita did it, not to mention every console so far. I doubt you'll even store saves on the cards now, Nintendo will want to cut media costs as much as possible to maximize returns on those 16/32GB roms.I really like this way of thinking about it. That seems in line with the projected GPU performance compared to the XBO/PS4 as well.
So I wouldn't be surprised if we get fully featured XBO/PS4 ports to Switch which may only run at 600p/720p port/dock. To me that would be more than fine, because you still get to shove that mofo right in your pocket and play a current-gen game in its entirety just at a lesser resolution. That's also a technical marvel in my opinion.
And with any luck the Nvidia compression stuff and dev tools will help ported titles hit 720p as a baseline even in portable mode. I suspect bandwidth could be the real bottleneck, but again the Nvidia tech is built around alleviating those kinds of issues from what I read smart people write about.
The only other major porting concern, I believe, is it seems we will be relying on the game carts for storing the game data. No idea if patches will be applied to those carts, or if you'd have to put them on a microSD or something like that. That's a very asymmetrical way to do patching in 2016, when everyone else is patching over the initial game installation. Assuming that's their solution, I hope it doesn't keep some ports away from the Switch.
Giving back memeory is always a possibility. PS3 did it and so did 3DS early on (going from 64MB to 96MB for devs). I doubt they'll really need to for Switch before it gets an upgraded remodel though.Here's a question. Do you think Nintendo could get away with trimming the fat in terms of OS features to use less RAM? I mean I still adore the GC's OS, it's simple, fast, and easy to use. A far better menu than the Wii U's, that's for sure.
Surely some features like screenshot saving can be done with far less than 800MB of RAM dedicated to the OS.
Besides cost, power. Theoretical low for current HBM is 14.6W from what I found. While LPDDR4 would be 1.02W. HBM would kill batteries faster. Would be nice to have, but there would probably only be 2GBs at best inside the Switch in order to save as much battery as possible.
Even if its 2 - 3x, wouldn't that be prohibitive?
Just out of curiousity why is HBM out of the question*? I think we discussed this like ~20 pages back but is the cost really that prohibitive? Like, do we know if it's something like 2-3x the cost of LPDDR4 or more like 20-30x the cost?
*I don't expect it because everyone constantly says not to but I'm curious about the reasoning.
It was finalised before the January reveal so not exactly right before.Didn't Sony change the amount to 8 right before going to production?
I'm pretty sure patches/dlc will be saved to system memory. That's how PSP, 3DS and Vita did it, not to mention every console so far. I doubt you'll even store saves on the cards now, Nintendo will want to cut media costs as much as possible to maximize returns on those 16/32GB roms.
Well, you can always supplant Switch's system memory with a beefy microsd card. Also the premium model is supposedly shipping with more memory so we might see 64/128GB internal for some units.That sounds reasonable for most applications. But I hope developers can live with that for their big budget, big patch sized games. I know Doom just had a patch that was like 20GB or something on PS4. I don't see that happening on Switch's 32GB system storage without the pitchforks coming out.
And hopefully 32GB doesn't remain the upper limit for game cart sizes for too long. A lot of already existing multiplats would need serious compression to fit on that.
That sounds reasonable for most applications. But I hope developers can live with that for their big budget, big patch sized games. I know Doom just had a patch that was like 20GB or something on PS4. I don't see that happening on Switch's 32GB system storage without the pitchforks coming out.
And hopefully 32GB doesn't remain the upper limit for game cart sizes for too long. A lot of already existing multiplats would need serious compression to fit on that.
I thought HBM got into far lower power envelopes than that. The 7th slide at this link says 3.3W at 128GB/s bandwidth for HBM, which I think could be clocked lower to suit the Switch's needs. Unless I'm reading that slide wrong which I very well could be.
Edit: Ah that might be for the new LPHBM which isn't available yet?
At manufacturer's prices and at large volume it shouldn't make an enormous difference if it's 2-3x more expensive for one component. I would say it would take the BoM from, say, $175 to $185-190 or something. Completely out of my ass though.
Not sure that is fair considering like the Wii U it has 2 pools of memory (ED / ES Ram). So it isnt as slow as it looks.