Would adding a third SM cost more than increasing the size of the battery? I think this is the tradeoff that may have been made there, as higher clock speeds for 2 SMs requires a larger battery.
Someone send out the Matt Signal!
Could it be getting The Ledgendary version of vanila Skyrim? Basically the Legendary Version that's on the X360...?I feel like something doesnt add up - especially if this is getting Skyrim Remastered...i dont see Bethesda being interested in this if it were as weak the article suggest.
I agree. Nintendo is basically exiting the console space.This is damage control & marketing just like calling the DS a "third pillar" was.
In the Maxwell generation, 1 SM is 128 CUDA cores
Well, I guess it will be cheap at least?
I agree. Nintendo is basically exiting the console space.
I haven't had time to read through every response here, so I'm probably repeating what others have already said, but here are my thoughts on the matter, anyway:
CPU Clock
This isn't really surprising, given (as predicted) CPU clocks stay the same between portable and docked mode to make sure games don't suddenly become CPU limited when running in portable mode.
The overall performance really depends on the core configuration. An octo-core A72 setup at 1GHz would be pretty damn close to PS4's 1.6GHZ 8-core Jaguar CPU. I don't necessarily expect that, but a 4x A72 + 4x A53 @ 1GHz should certainly be able to provide "good enough" performance for ports, and wouldn't be at all unreasonable to expect.
Memory Clock
This is also pretty much as expected as 1.6GHz is pretty much the standard LPDDR4 clock speed (which I guess confirms LPDDR4, not that there was a huge amount of doubt). Clocking down in portable mode is sensible, as lower resolution means smaller framebuffers means less bandwidth needed, so they can squeeze out a bit of extra battery life by cutting it down.
Again, though, the clock speed is only one factor. There are two other things that can come into play here. The second factor, obviously enough, is the bus width of the memory. Basically, you're either looking at a 64 bit bus, for 25.6GB/s, or a 128 bit bus, for 51.2GB/s of bandwidth. The third is any embedded memory pools or cache that are on-die with the CPU and GPU. Nintendo hasn't shied away from large embedded memory pools or cache before (just look at the Wii U's CPU, its GPU, the 3DS SoC, the n3DS SoC, etc., etc.), so it would be quite out of character for them to avoid such customisations this time around. Nvidia's GPU architectures from Maxwell onwards use tile-based rendering, which allows them to use on-die caches to reduce main memory bandwidth consumption, which ties in quite well with Nintendo's habits in this regard. Something like a 4MB L3 victim cache (similar to what Apple uses on their A-series SoCs) could potentially reduce bandwidth requirements by quite a lot, although it's extremely difficult to quantify the precise benefit.
GPU Clock
This is where things get a lot more interesting. To start off, the relationship between the two clock speeds is pretty much as expected. With a target of 1080p in docked mode and 720p in undocked mode, there's a 2.25x difference in pixels to be rendered, so a 2.5x difference in clock speeds would give developers a roughly equivalent amount of GPU performance per pixel in both modes.
Once more, though, and perhaps most importantly in this case, any interpretation of the clock speeds themselves is entirely dependent on the configuration of the GPU, namely the number of SMs (also ROPs, front-end blocks, etc, but we'll assume that they're kept in sensible ratios).
Case 1: 2 SMs - Docked: 384 GF FP32 / 768 GF FP16 - Portable: 153.6 GF FP32 / 307.2 GF FP16
I had generally been assuming that 2 SMs was the most likely configuration (as, I believe, had most people), simply on the basis of allowing for the smallest possible SoC which could meet Nintendo's performance goals. I'm not quite so sure now, for a number of reasons.
Firstly, if Nintendo were to use these clocks with a 2 SM configuration (assuming 20nm), then why bother with active cooling? The Pixel C runs a passively cooled TX1, and although people will be quick to point out that Pixel C throttles its GPU clocks while running for a prolonged time due to heat output, there are a few things to be aware of with Pixel C. Firstly, there's a quad-core A57 CPU cluster at 1.9GHz running alongside it, which on 20nm will consume a whopping 7.39W when fully clocked. Switch's CPU might be expected to only consume around 1.5W, by comparison. Secondly, although I haven't been able to find any decent analysis of Pixel C's GPU throttling, the mentions of it I have found indicate that, although it does throttle, the drop in performance is relatively small, and as it's clocked about 100MHz above Switch to begin with it may only be throttling down to a 750MHz clock or so even under prolonged workloads. There is of course the fact that Pixel C has an aluminium body to allow for easier thermal dissipation, but it likely would have been cheaper (and mechanically much simpler) for Nintendo to adopt the same approach, rather than active cooling.
Alternatively, we can think of it a different way. If Switch has active cooling, then why clock so low? Again assuming 20nm, we know that a full 1GHz clock shouldn't be a problem for active cooling, even with a very small quiet fan, given the Shield TV (which, again, uses a much more power-hungry CPU than Switch). Furthermore, if they wanted a 2.5x ratio between the two clock speeds, that would give a 400MHz clock in portable mode. We know that the TX1, with 2 SMs on 20nm, consumes 1.51W (GPU only) when clocked at about 500MHz. Even assuming that that's a favourable demo for the TX1, at 20% lower clock speed I would be surprised if a 400MHz 2 SM GPU would consume any more than 1.5W. That's obviously well within the bounds for passive cooling, but even being very conservative with battery consumption it shouldn't be an issue. The savings from going from 400MHz to 300MHz would perhaps only increase battery life by about 5-10% tops, which makes it puzzling why they'd turn down the extra performance.
Finally, the recently published Switch patent application actually explicitly talks about running the fan at a lower RPM while in portable mode, and doesn't even mention the possibility of turning it off while running in portable mode. A 2 SM 20nm Maxwell GPU at ~300MHz shouldn't require a fan at all, and although it's possible that they've changed their mind since filing the patent in June, it begs the question of why they would even consider running the fan in portable mode if their target performance was anywhere near this.
Case 2: 3 SMs - Docked: 576 GF FP32 / 1,152 GF FP16 - Portable: 230.4 GF FP32 / 460.8 GF FP16
This is a bit closer to the performance level we've been led to expect, and it does make a little bit of sense from the perspective of giving a little bit over TX1 performance at lower power consumption. (It also matches reports of overclocked TX1s in early dev kits, as you'd need to clock a bit over the standard 1GHz to reach docked performance here.) Active cooling while docked makes sense for a 3 SM GPU at 768MHz, although wouldn't be needed in portable mode. It still leaves the question of why not use 1GHz/400MHz clocks, as even with 3 SMs they should be able to get by with passive cooling at 400MHz, and battery consumption shouldn't be that much of an issue.
Case 3: 4 SMs - Docked: 768 GF FP32 / 1,536 GF FP16 - Portable: 307.2 GF FP32 / 614.4 GF FP16
This would be on the upper limit of what's been expected, performance wise, and the clock speeds start to make more sense at this point, as portable power consumption for the GPU would be around the 2W mark, so further clock increases may start to effect battery life a bit too much (not that 400-500MHz would be impossible from that point of view, though). Active cooling would be necessary in docked mode, but still shouldn't be needed in portable mode (except perhaps if they go with a beefier CPU config than expected).
Case 4: More than 4 SMs
I'd consider this pretty unlikely, but just from the point of view of "what would you have to do to actually need active cooling in portable mode at these clocks", something like 6 SMs would probably do it (1.15 TF FP32/2.3 TF FP16 docked, 460 GF FP32/920 GF FP16 portable), but I wouldn't count on that. For one, it's well beyond the performance levels that reliable-so-far journalists have told us to expect, but it would also require a much larger die than would be typical for a portable device like this (still much smaller than PS4/XBO SoCs, but that's a very different situation).
TLR
Each of these numbers are only a single variable in the equation, and we need to know things like CPU configuration, memory bus width, embedded memory pools, number of GPU SMs, etc. to actually fill out the rest of those equations to get the relevant info. Even on the worst end of the spectrum, we're still getting by far the most ambitious portable that Nintendo's ever released, which also doubles as a home console that's noticeably higher performing than Wii U, which is fine by me.
I agree. Nintendo is basically exiting the console space.
Because it'll still look identical to Wii U games, but in 1080p, and because there's no logical reason for Nintendo have done this. Even with Maxwell, it could have easily hit 500MHz when portable without a running fan. And it's not like it makes the unit any cheaper either, since there's not really any savings from just lowering the clock speed. At this point, a 3DS successor at a lower price would have been better for pretty much everyone.
No idea, but if it's two SMs what I can say is that Nintendo used a terrible, tiny battery again if the 3-hour rumor was ever true.
Did people expect a portable PS4?
Its the current clocks than don't add up, the current profile would draw a very, very low amount of power that should have very little trouble passively cooling even in docked mode and without a fan. Its a tiny TDP as currently laid out.
That's why it makes no sense. You could just have had a metal backplate and a simple fan in the dock for this kind of use if you had some reason to worry about minor heat dissipation issues. Putting the fan *in* the unit and it seemingly running in portable with these clocks is a big ?????.
This is damage control & marketing just like calling the DS a "third pillar" was.
VC tittles have always been presented in their original state. Don't see why it would've been any different now.At least these specs basically confirm GameCube games will be native resolution and not be rendered in HD like Dolphin. For me that's dissapointment I may as well just play GameCube games on Dolphin
Crow eating the thread. Nintendo fans never learn.
Props to big n for releasing a 2017 console weaker than your avg smart phone
Some people still in denial too
I agree. Nintendo is basically exiting the console space.
It's still more powerful than the wiiU? Significantly while docked.
Does no one read the articles anymore?
I actually don't know how well an quad-core A57 would emulate a Gamecube.
The patent states it runs the fan in portable mode. But it's just a patent. Perhaps fans don't turn on in portable mode and only turns on in docked mode. As for just allowing fans to be on the dock instead of the hardware itself. Perhaps it's cheaper to just have the system to have a fan instead of dealing with the design and manufacturing process of having a dock with a fan that Works with the Switch system.
Crow eating the thread. Nintendo fans never learn.
Props to big n for releasing a 2017 console weaker than your avg smart phone
Some people still in denial too
Crow eating the thread. Nintendo fans never learn.
Props to big n for releasing a 2017 console weaker than your avg smart phone
Some people still in denial too
VC tittles have always been presented in their original state. Don't see why it would've been any different now.
So regarding the possibility of more SMs:
I believe according to graphs posted here, you get higher performance per watt with more SMs than you do by simply increasing the clock speed. Assuming Nintendo is targeting something like 5 hours of battery life they would be better off using a lower clock speed regardless of the amount of SMs.
So when we look at this from a design perspective, the two cost related variables here are:
- Die cost/SM cost
- Battery cost
And two power related variables here which directly affect the cost variables above:
- # of SMs/CUDA cores
- Clock of SMs/CUDA cores
It may be possible that Nintendo opted to increase the number of CUDA cores to reach their target performance rather than increase the clock speeds, as increasing the clock speed would require a larger and more expensive battery. Does anyone know how much money a larger battery would cost a console maker relative to an additional SM on the die?
Does anyone actually think that the Wii U was under powered for Nintendos own games? (the actually only important titles on the system, let's be honest). The Wii U has some of the most beautiful, gorgeous video games on any console. Marjority of it (all the high action ones) run at 60fps, they have amazing art and they are all play great.
Now we will get that in a handheld, but with more power. And, you won't have to buy TWO systems any more to play Nintendo games, that's a huge plus.
VC tittles have always been presented in their original state. Don't see why it would've been any different now.
What's your opinion on the fact that there is at least one fan then? Thraktor's writeup did a good job of explaining why active cooling should not be necessary if the specs are as Digital Foundry is saying, in portable mode or console mode.
Does Zelda run at 60fps all the time?
VC tittles have always been presented in their original state. Don't see why it would've been any different now.
Crow eating the thread. Nintendo fans never learn.
Props to big n for releasing a 2017 console weaker than your avg smart phone
Some people still in denial too
Zelda isn't high action. I was talking more about Mario, Splatoon, MK, Smash etc.
These specs don't mean much without Nintendo hardware to compare it to.
How does the Switch, both docked and in-docked, stack up to the Wii U? Better, worse, or same?
To the 3DS? How much better? Leaps and bounds?
That's all that matters.
The problem with this last statement is that a fan in a portable device is a moving part, which is almost always the point of critical failure of a device. If Nintendo could have avoided placing a moving fan in the device- even if it cost a bit more to manufacture- then they certainly would have, as a fan in a portable will wind up costing them more in the long run due to warranty repairs/replacements.
I'm glad the general public don't care about specs and cores and graphics. From reading this thread you'd think this thing was DOA.
Did people expect a portable PS4?
So, it can't even run current gen games...
The most likely scenario is that Nintendo went with 2 SMs, lower clocks, and a smaller battery to reach the lowest costs possible. Whether Switch is using 2 SM or 3 SM, we're looking at 150 GFLOPS or 230 GFLOPS (portable). I doubt Nintendo puts much value on 80 GFLOPS, especially if they're getting the same CPU/RAM either way. If a game can run well on 230 GFLOPS GPU, it can almost certainly be scaled down to run on 150 GFLOPS. No sense spending more money if that's the case.
So, is this thing less powerful than a WiiU? Has Nintendo learned nothing?
If they're downclocking I would see why they even went with an X1 instead of a cheaper chip.
Zelda is one of the few games that is pushing Nintendo out of their own comfort zone and it dosn't run well way too often, based on the stuff we have seen.
Not true. N64 titles run at 640x480 on the Wii and Wii U. On the N64 hardware, most of them ran at 320x240.
I stand corrected.No they haven't. N64 was rendered at twice the standard resolution on Wii
Apparently the Wii does run N64 at higher res.I guess I was spoiled with how Dolphin games looked as well as PS2 games on PS4.
Does anyone actually think that the Wii U was under powered for Nintendos own games? (the actually only important titles on the system, let's be honest). The Wii U has some of the most beautiful, gorgeous video games on any console. Marjority of it (all the high action ones) run at 60fps, they have amazing art and they are all play great.
Now we will get that in a handheld/console hybrid, but with more power. And, you won't have to buy TWO systems any more to play Nintendo games, that's a huge plus.
The general public will care more that Grand Theft Auto won't be on it.