• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Digital Foundry: Nintendo Switch CPU and GPU clock speeds revealed

Status
Not open for further replies.
If the games renders at 720p in handheld mode then it should be able to render at 1080p in docked mode. So you're saying that Switch can do what Xbone can't do with a third of its power. How isn't that magic? It's a fucking Christmas miracle.

XB1 games would all run at 1080P if they looked like Wii U games which so far all the Switch games we've seen do.
 

Xellos

Member
I think most expecting the majority of current generation ports will be dissapointed but Switch will have a fairly large library despite the low spec hardware. People keep referring to Switch as a 'portable Wii U' and 'Wii U ports' but this thing has the potential to get huge amounts of last gen ports/remasters and introduce them to an all new audience. Also with the added portability appeal plus improved graphics/framerates I can see many people revisiting or trying out games they may have missed the first go around. That in itself will be amazing for a portable device.

Yeah, last-gen/cross-gen games seem to be right in Switch's wheelhouse, and third party publishers have gone all out with compilations/remasters on XB1/PS4. If Switch takes off I can definitely see this happening.
 

KingSnake

The Birthday Skeleton
No, again, you're trying to make this into "everything will just run fine on Switch, just turn off some shaders" type of argument that I am not making.
I am saying developers will get better results targetting 720p handheld mode, then taking a 'free' resolution bump when docked, than taking a PS4/X1 preset and setting resolution to 540p as a docked mode target and, I dunno, telling handheld users to ESAD.

But I didn't say 540p as a docked mode target. What I said was 720p docked and 540p in handheld mode. Because the 720p would be that "free" resolution bump from 540p. And 720p would hopefully be achievable on a 1/4 of PS4 GPU and 1/2 (if not more) of PS4 CPU by reducing the resolution from 1080p to 720p and cutting down the post-processing bells and whistles but still maintaining enough of the game's "feel".

XB1 games would all run at 1080P if they looked like Wii U games which so far all the Switch games we've seen do.

Hit and miss. We were discussing about the games that run at 1080p on PS4 and not on Xbone.
 
My understanding is that he's talking about more than just AA, AF, AO. But maybe I understand again wrongly.

I don't know of any game where turning off AA, AF, AO and cutting the resolution to half the pixels frees up to 90% of the GPU (Switch in handheld mode is 1/10 PS4). But fine, I'm ready to believe if I see it.

Some AA methods are very GPU intensive. I don't know about percentages, but for some methods you literally render each frame multiple times in order to smooth out the edges. This is a big area where gains can be made, though, again like I said, other changes will likely be needed. Things like texture resolution, draw distance, LoD... Plenty of things can be done if they want to strictly maintain the 720p handheld 1080p docked situation.

Not that they will have to, or that I even think they should, but it's not impossible to get these games running at these resolutions if developers/Nintendo really want to.

Depends. If it is a downclocked 150gflops x1, I think devs will have a hard time getting decent performance out on it on a technicaly demanding game.

The CPU specs listed seem to be more of a problem than the GPU flops to be honest. GPU functions are always incredibly scaleable. Reduce texture resolution, reduce draw distance, reduce foliage detail, reduce shadow detail, remove AA, AF, AO, reduce lighting detail, and at the absolute worst, reduce native resolution to 540p. And I'm not really a developer, but I'm sure there are a lot more features and effects you can remove or reduce down to a 150GFLOPS machine (even considering gains in API efficiency/FP16).

As always it will be down to the potential sales of the device and the port.
 

LordRaptor

Member
But I didn't say 540p as a docked mode target. What I said was 720p docked and 540p in handheld mode. Because the 720p would be that "free" resolution bump from 540p. And 720p would hopefully be achievable on a 1/4 of PS4 GPU and 1/2 (if not more) of PS4 CPU by reducing the resolution from 1080p to 720p and cutting down the post-processing bells and whistles but still maintaining enough of the game's "feel".

I won't say for certain that no developer is going to target Blurry Mess on Tv and Even Blurrier Mess on handheld.
But I don't think they would be very wise to.
 

Hermii

Member
Some AA methods are very GPU intensive. I don't know about percentages, but for some methods you literally render each frame multiple times in order to smooth out the edges. This is a big area where gains can be made, though, again like I said, other changes will likely be needed. Things like texture resolution, draw distance, LoD... Plenty of things can be done if they want to strictly maintain the 720p handheld 1080p docked situation.

Not that they will have to, or that I even think they should, but it's not impossible to get these games running at these resolutions if developers/Nintendo really want to.



The CPU specs listed seem to be more of a problem than the GPU flops to be honest. GPU functions are always incredibly scaleable. Reduce texture resolution, reduce draw distance, reduce foliage detail, reduce shadow detail, remove AA, AF, AO, reduce lighting detail, and at the absolute worst, reduce native resolution to 540p. And I'm not really a developer, but I'm sure there are a lot more features and effects you can remove or reduce down to a 150GFLOPS machine (even considering gains in API efficiency/FP16).

As always it will be down to the potential sales of the device and the port.
The CPU too btw was supposed to be well above current gen according to a gaf insider
 

KingSnake

The Birthday Skeleton
Some AA methods are very GPU intensive. I don't know about percentages, but for some methods you literally render each frame multiple times in order to smooth out the edges. This is a big area where gains can be made, though, again like I said, other changes will likely be needed. Things like texture resolution, draw distance, LoD... Plenty of things can be done if they want to strictly maintain the 720p handheld 1080p docked situation.

Not that they will have to, or that I even think they should, but it's not impossible to get these games running at these resolutions if developers/Nintendo really want to.

We're talking here about PS4 games.

The most resource intensive ones don't use an expensive AA method, AF is always an issue and draw distance and LoD already are visibly reduced compared to PC ports. That's my main point. There aren't that many resource hungry post processing effects to cut down from PS4 ports already. Or when there are, they were very inventive with the resolution and it's not a "pure" 1080p anyhow.
 

LordKano

Member
OsirisBlack, the one who broke all the PS4 Pro news, said the same, and the specs in the OP don't really go against it yet.

Matt stated multiple times that the console wouldn't have major issues running most third-party games.
Osiris said about the same.
According to Laura, it's running Dark Souls 3 fine.
It's powerful enough for Bethesda to like it and even to port Skyrim Remastered on it.
It's powerful enough to runs a console version of Dragon Quest XI.

All these informations have as much value as the Digital Foundry's ones. They shouldn't be forgotten.
 

JohnWest

Member
sorry for not reading all 100 pages, but could maybe someone tell me real quick why this article is taken as gospel? isn't it just another rumor or why is everyone acting like this is an official spec reveal by nintendo? o.o
 
We're talking here about PS4 games.

The most resource intensive ones don't use an expensive AA method, AF is always an issue and draw distance and LoD already are visibly reduced compared to PC ports. That's my main point. There aren't that many resource hungry post processing effects to cut down from PS4 ports already. Or when there are, they were very inventive with the resolution and it's not a "pure" 1080p anyhow.

That's a fair point, but I think there's always places where you can reduce complexity. For games like that it's very unlikely that it would be more cost effective to reduce all those settings, effects, textures, and models even than to just reduce the resolution though. So I do agree with you there that we're more likely to see sub-native resolutions for games like that. But not all games.

sorry for not reading all 100 pages, but could maybe someone tell me real quick why this article is taken as gospel? isn't it just another rumor or why is everyone acting like this is an official spec reveal by nintendo? o.o

The Wii U has conditioned people to assume all bad Nintendo rumors are true and all positive ones are false.
 

Zedark

Member
sorry for not reading all 100 pages, but could maybe someone tell me real quick why this article is taken as gospel? isn't it just another rumor or why is everyone acting like this is an official spec reveal by nintendo? o.o

That is a good question. It is definitely still a rumour, but besides the sources of DF Laura Kate Dale has also weighed in by saying that she has heard the same information from one of her sources, and that her source is distinct from the DF one. So, basically multiple sources are claiming that this is the case. Still, that only applies to the clock speed leak, since the stuff about the architecture is just educated conjecture by DF, as they make clear in their article.

The Wii U has conditioned people to assume all bad Nintendo rumors are true and all positive ones are false.

That too :p
 
Im still excited. Nintendo is moving its software stack to a well known architecture with a scalable future (ARM) and using a modern GPU with technology developers want.

Performance may be lower than hoped, but the technology is there.

I suppose I have always looked at the switch as the new gameboy, and not a home console, so this all excites me greatly. Perhaps my perception of these events is skewed compared to others as I view it primarily as a handheld.
 

what-ok

Member
Im still excited. Nintendo is moving its software stack to a well known architecture with a scalable future (ARM) and using a modern GPU with technology developers want.

Performance may be lower than hoped, but the technology is there.

I suppose I have always looked at the switch as the new gameboy, and not a home console, so this all excites me greatly. Perhaps my perception of these events is skewed compared to others as I view it primarily as a handheld.

Like this post.
 
Why do people think Nintendo will re-release Mario Kart 8? instead of giving us a new MK

As LordKano pointed out, it's in the Switch trailer. Yoshi Circuit (GC) is a DLC track in Mario Kart 8. You can see King Boo in the same trailer, but I would suspect that some DLC was held back because of the Wii U's apparent hardships. Emily Rogers also posted this on her blog page, and she's been mostly on point about the Switch information she's shared. After that, Hideki Konno (Current Producer for the Mario Kart Series) has had a directorial role in Super Mario Run recently, and it's not clear who would have filled that position. Everything points to a Mario Kart 8: Deluxe Edition. It'll be a while before we see Mario Kart 9.
 

KingSnake

The Birthday Skeleton
You'll have to buy a Switch if you want to play with an emulator, when it will be emulated in five to ten years.

It's a Tegra X1. It will be emulated quite fast.

Look at Wii U, there's already one emulator running well out there despite the custom architecture.
 
I don't care about power but I'll only get Switch if Nintendo makes another Wave Race and 1080 Snowboarding plus good GCN VC support.

I had every Nintendo console up to WiiU, but if they won't make those games I'm not buying it.
 

LordKano

Member
That is, if they release something interesting. Because Nintendo's aptitudes but also understanding of their fanbase is in serious doubt.

The currently rumored games are fairly interesting.

It's a Tegra X1. It will be emulated quite fast.

Look at Wii U, there's already one emulator running well out there despite the custom architecture.

Well, you still need to buy a Switch to emulate them.
 
Im still excited. Nintendo is moving its software stack to a well known architecture with a scalable future (ARM) and using a modern GPU with technology developers want.

Performance may be lower than hoped, but the technology is there.

I suppose I have always looked at the switch as the new gameboy, and not a home console, so this all excites me greatly. Perhaps my perception of these events is skewed compared to others as I view it primarily as a handheld.

Good post, solid perspective. I've never understood the amount if energy spent on forums talking about power on Nintendo hardware. It's rarely actually mattered.
 

RobotVM

Member
this is a big what if but...what if Nintendo will remove the fan in the final version of the switch they show off next month? Wouldn't that account for this clock speed?
 

MacTag

Banned
As long as runs Breath of the Wild and Mario Kart 8 at 720p in handheld mode and 1080p docked, I'm happy.
I expect every 1st party games will be hitting these targets. Breath of the Wild, Super Mario Switch, Mario Kart 8, Splatoon, Super Smash Bros, Xenoblade Chronicles X, Mario Maker and Pokémon Stars; all 720p portable and 1080p docked.

I also think we'll see Gamecube Virtual Console (Luigi's Mansion, Mario Sunshine, Smash Melee, Animal Crossing) rendered natively at 720p.
 

Zedark

Member
this is a big what if but...what if Nintendo will remove the fan in the final version of the switch they show off next month? Wouldn't that account for this clock speed?

Yes, it would. It would be very strange, though, since including a fan in a handheld is not something you do lightly as it makes the system much more susceptible to mechanical failure. You would think they would know beforehand if they absolutely needed a fan.
 

Xellos

Member
The Wii U has conditioned people to assume all bad Nintendo rumors are true and all positive ones are false.

Seeing third party ports like Batman Arkham City, Lego Marvel Heroes, and Costume Quest 2 run at 20fps for extended periods will make you a little cynical. =P

I'm still pissed about Costume Quest 2, even after two years. I don't think it ever hit 30 fps. Even the title screen was choppy. I know the sad state of that port was more about limited development time and trying to launch on 6 platforms, but all the other versions turned out fine. Ugh what a terrible port.

Looking at Switch I'm seeing the kind of specs I wanted from Wii U back in 2012. It's not a powerhouse but I don't think we'll be seeing last-gen games at 20 fps. At least I hope not.
 

Peltz

Member
this is a big what if but...what if Nintendo will remove the fan in the final version of the switch they show off next month? Wouldn't that account for this clock speed?

I suspect the fan will not be operational in handheld mode and will be operational in docked mode. That's just a hunch.
 
As LordKano pointed out, it's in the Switch trailer. Yoshi Circuit (GC) is a DLC track in Mario Kart 8. You can see King Boo in the same trailer, but I would suspect that some DLC was held back because of the Wii U's apparent hardships. Emily Rogers also posted this on her blog page, and she's been mostly on point about the Switch information she's shared. After that, Hideki Konno (Current Producer for the Mario Kart Series) has had a directorial role in Super Mario Run recently, and it's not clear who would have filled that position. Everything points to a Mario Kart 8: Deluxe Edition. It'll be a while before we see Mario Kart 9.

Thanks. It all makes sense now!
 

Peltz

Member
I expect every 1st party games will be hitting these targets. Breath of the Wild, Super Mario Switch, Mario Kart 8, Splatoon, Super Smash Bros, Xenoblade Chronicles X, Mario Maker and Pokémon Stars; all 720p portable and 1080p docked.

I also think we'll see Gamecube Virtual Console (Luigi's Mansion, Mario Sunshine, Smash Melee, Animal Crossing) rendered natively at 720p.

Boy... I'd love to live in your world. I do not expect 1080p to be a lock for every 1st party title on this hardware.
 

gtj1092

Member
That's a fair point, but I think there's always places where you can reduce complexity. For games like that it's very unlikely that it would be more cost effective to reduce all those settings, effects, textures, and models even than to just reduce the resolution though. So I do agree with you there that we're more likely to see sub-native resolutions for games like that. But not all games.



The Wii U has conditioned people to assume all bad Nintendo rumors are true and all positive ones are false.

So no one believes any "good" rumors? Isn't the belief in the "good" rumors the reason so many are questioning this report?

What's odd is that some are using a previous DF report of fans blowing in the devkit to claim this DF report is faulty.

I chalk it all up to rumor and speculation but I would believe DF before the insiders that change their story at a whim and give vague info. But of course things are always changing ;)
 
this is a big what if but...what if Nintendo will remove the fan in the final version of the switch they show off next month? Wouldn't that account for this clock speed?

I'm beginning to wonder about this too. I mentioned it in the other thread, but we know this device has motion controls. Is there any other device out there that has motion controls (meaning it will be shaken around a lot) and also includes a fan? Even if the fan isn't running, shaking it around can dislodge or de-align the fan leading to mechanical failure.
 
Im still excited. Nintendo is moving its software stack to a well known architecture with a scalable future (ARM) and using a modern GPU with technology developers want.

Performance may be lower than hoped, but the technology is there.

I'm think this is an important point. With Wii and Wii U, not only were the consoles underpowered, but the tools and architecture was totally different to the other consoles of the time. I mean they can't even get Ukeleke running properly on Wii U. It will be interesting to see how much of a difference the better developer tools and modern architecture do for the Switch.
 
Status
Not open for further replies.
Top Bottom