It won't matter much when the hardware is so much less powerful. It'll help if they're pursuing mobile developers I guess...
Most gaming consoles supports OpenGL.... all Nintendo, all PlayStation, etc.Not really, most game consoles either don't support OpenGL, or greatly discourage it's use (I think 3DS offered minimal support for OpenGL ES, and that's about it)
Yeah but the overall process to port it to Switch will be slightly easier that's all, better than their previous ways for third party porting atleast and Nintendo need to do all they can do ease it for third parties unless they wanna be like third party support for Wii U again
It's probably going to be worse than Wii U. The Wii U was at least on par/superior for a year or two. They have swapped one issue for another.
But Wii was NEVER close to PS3 and 360 and came out a year after 360 and right alongside PS3, and it got pretty decent support (not fantastic, but with some cool exclusives and occasional ports like of COD, it was good).
Nothing can be worse than Wii U, aside from the obvious like Virtual Boy and whatnot.
Edit: DP, sorry...
The cost of developing bespoke software for Switch will be much higher than it was for Wii and COD was one of the only downports the Wii got.
That's without mentioning the fact that most Nintendo focused developers of the past are now asset houses or shut altogether.
Most gaming consoles supports OpenGL.... all Nintendo, all PlayStation, etc.
Only MS didn't support it at software level because the hardware support it too.
It's probably going to be worse than Wii U. The Wii U was at least on par/superior for a year or two. They have swapped one issue for another.
You really have no idea what you're talking about.
I know enough to know the Wii U wasn't anywhere from 6 to 10 times less powerful than the PS3 and 360. Switch is compared to PS4 and Xbox One. There's no secret sauce that is going to close that gap.
No, because that's terrible.Is it called the Nintendo OS or is that just what they call an OS for any system? (Playstation OS, Xbox OS, etc?)
Missed opportunity with NintendOS if so.
I know enough to know the Wii U wasn't anywhere from 6 to 10 times less powerful than the PS3 and 360. Switch is compared to PS4 and Xbox One. There's no secret sauce that is going to close that gap.
Franz Brötchen;226883521 said:Yup, just proved that you don't actually know what was going on. The WiiU could have been quite a bit beefier and still development would've been a hassle compared to what will apparently come via Switch. Architecture plays a great role, how else do you explain the difference between Bayonetta 1 on 360 vs PS3?
It's between 60% and 30% of the Xbox One in FP32 docked depending on the SM's at the given clocks.
However you have to take into account the architectural advantage Nvidia has along with the possibility of using FP16 for some effects to make that gap smaller.
Bayonetta PS3 was outsourced.
Also as Sho_Nuff linked to this old thread http://m.neogaf.com/showthread.php?t=469109 I thought it was relevant. Devs that were badmouthing Wii U said the architecture was simple and it was easy to port to.
Edit:
Everything has to run in portable mode which is ~150 Gflops which is a lot less than 30% of the XBO. The architecture advantage isn't going to be massive either, the current gen machine are only three years old.
Bayonetta PS3 was outsourced.
Also as Sho_Nuff linked to this old thread http://m.neogaf.com/showthread.php?t=469109 I thought it was relevant. Devs that were badmouthing Wii U said the architecture was simple and it was easy to port to.
A lot of XBO games are already 900p or lower. How subnative are we going? 480p?
Even on modern AMD GPU's Nvidia has a notable architectural advantage. And running in the portable mode I think would hardly be a constrain given how perfect the power scales between 720p and 1080p. Subnative is also a possibility.
A lot of XBO games are already 900p or lower. How subnative are we going? 480p?
A good deal of titles are outsourced in this industry for various practical purposes.Bayonetta PS3 was outsourced.
Funny how the first bolded paragraph by said developer was proven wrong by a few competent ps360 up-ports were exactly the GPU was shown superior (NFS:MW, Trine2). /tangentialAlso as Sho_Nuff linked to this old thread [ed: fixed url] http://www.neogaf.com/forum/showthread.php?t=469109 I thought it was relevant. Devs that were badmouthing Wii U said the architecture was simple and it was easy to port to.
480p looks fine on the gamepad.
It's downsampled and on 480p screen. Not subnative. A lot of people would disagree too.
Most gaming consoles supports OpenGL.... all Nintendo, all PlayStation, etc.
Only MS didn't support it at software level because the hardware support it too.
So is this a good thing or a bad thing? Apparently the Switch is street trash now. I need help deciding if I'm going to have fun playing video games on this video game toy.
It's not just good, it's paramount for establishing a healthy ecosystem in the long term.So is this a good thing or a bad thing? Apparently the Switch is street trash now. I need help deciding if I'm going to have fun playing video games on this video game toy.
I'm pretty certain Sony systems used OpenGL (hell didn't Nintendo systems do so already?), but what levels of OpenGL and whatnot were they?
Also would Vulkan have been possible on Wii U, or even 3DS, or is it a modern thing that only systems of about PS4 and XBO in power would be capable of supporting, ala UE4?
Another thing: Nintendo now supports five different ways to program the GPU. The easiest way is DMPGL (OpenGL|ES with Maestro stuff), which is easy to use but has a very high overhead. Then comes GD, a functional equivalent but not compatible to OpenGL and more lightweight, followed by GR, which is even more low level and offers better performance, but requires more in-depth knowledge of the GPU. The next option is NW4C (NintendoWare for CTR), Nintendo's official middleware solution, complete with graphical frontends and stuff. Supposedly easy to use and high performance, but I assume flexibility is limited. And last, but not least, is direct register access, which requires arcane knowledge but offers the best possible performance (and the most ways for stuff to go horribly wrong).
Ps3 had a PSGL which was based on Opengl ES, It really wasn't properly supported.I'm pretty certain Sony systems used OpenGL (hell didn't Nintendo systems do so already?), but what levels of OpenGL and whatnot were they?
Support and to have an API that someone wants to use are quite different things.Most gaming consoles supports OpenGL.... all Nintendo, all PlayStation, etc.
Of course it is better to use a more low level API with better SDK tools support.Support and to have an API that someone wants to use are quite different things.
So is this a good thing or a bad thing? Apparently the Switch is street trash now. I need help deciding if I'm going to have fun playing video games on this video game toy.
While dx12 is better this is still nice. Just like Android supporting Vulcan and Apple doing their own thing.Haven't you heard? DX12 is better. It's all over for Nintendo, they are doomed.
While dx12 is better this is still nice.
Will it be beneficial for the Switch to use stuff like GPU compute?
Because I thought the whole point of keeping the CPU clock speed the same when switching between docked and portable mode, was that the game logic would always perform the same. Though I guess they can use it for visual-only related calculations.
Personally from my limited experiance the only thing I have seen DX12 benefit from is the Dolphin emulator, every game I have tried which had DX12 had slight improvements, windows store games hardly feel like they benefit from it at all.
I think it's primarily an indication of MS having more and more effective marketing than the Khronos group. (as you would expect)I wonder what justification or reason people have for making this statement.
It's probably going to be worse than Wii U. The Wii U was at least on par/superior for a year or two. They have swapped one issue for another.
lol .. don't be naive.
There is less overhead with Vulkan, you need to see DOOM 2016 running with Vulkan. amazing stuff.
Not really.
Even if you disregard the fact that DX12 only runs on a tiny minority of platforms, I can't think of anything it does better than Vulkan even on those.
That is also the same with Vulkan. DX11 is still King/Queen.
Croteam said The Talos Principle runs faster with Vulkan after drivers have matured a bit during last months.
The Switch has better OpenGL compatibility than macOS and iOS.
I wonder what justification or reason people have for making this statement.