Definitely not for portable mode, maybe not for docked mode.If it was 16nm, instead of 20nm, same horsepower, would it need a fan?
Definitely not for portable mode, maybe not for docked mode.If it was 16nm, instead of 20nm, same horsepower, would it need a fan?
Thats a shame. I guess thats for Switch XLDefinitely not for portable mode, maybe not for docked mode.
Definitely not for portable mode, maybe not for docked mode.
No because Switch main pool has much more bandwidth than Wii U, so at the same resolution it doesn't have those issues. GPU is also faster, frame drops on Wii U can be GPU related as well.If it's just a bandwidth problem shouldnt the WiiU version perform similar to the the handheld switch performance? The Switch docked performance is similar to the WiiU. I don't think there is much we can tell from what we currently know besides double buffering causing the big ass drops.
I honestly dunno with they used this low ass memory bandwidth ram regardless of whether its the issue with Zelda or not.
Woah so I'm not the only one who noticed this.
But it actually rang a bell thanks to the WiiU version (I double dipped), where I cpoukd actually correlate that to the disk noise, whereas this was obviously not possible with the cart version.
Chipworks is up, no die shot in the article. (So far at least)
The fan barely moves in portable mode, right? Phones can become very warm when gaming too.
Link?Chipworks is up, no die shot in the article. (So far at least)
The fan barely moves in portable mode, right? Phones can become very warm when gaming too.
Link?
March 3rdhttp://www.techinsights.com/about-techinsights/overview/blog/nintendo-switch-teardown/
I'm on shitty phone, maybe I can't see it?
Nice work. The other blocks would be this stuff, just out of Nvidias heavily stylized order:
There's at least two blocks Nintendo may not need or not need such a large version of, but at the estimated die size it would be odd coincidence if they removed a lot and added some stuff and ended up the same size, from what we can tell (still waiting on calipers). If the block capable of 4K decode for instance is still in there, that's certainly of interest (though the USB 3.0 datarate to the dock may make that moot?)
USB Chipset - Pericom Semiconductor PI3USB30532 - USB3.0/DisplayPort1.2 multiplexer
This handles data communication over the USB-C port, supporting three different modes:
1. USB3.0 (1 lane - 5Gb/s) only
2. USB3.0 (1 lane - 5Gb/s) + DP1.2 (2 lanes - 10.8Gb/s)
3. DP1.2 (4 lanes - 21.6Gb/s) only
There's no USB3.1 (10Gb/s) support, and the DisplayPort connection could support 4K/30fps (with HDR) simultaneously with USB, or 4K/60fps (with HDR) without USB.
The hypothesis I made was, the game is very bandwidth-heavy because of its physics and alpha effects, and since it comes from a system based around having the whole render targets in its 32MB eDRAM, whereas Switch uses tiles in order to have a smaller, cache based, memory pool. Since Zelda was originally designed for Wii U not all of the graphics can be tiled and the game suffers in bandwidth intensive areas and when streaming assets.
Why does the article say 16 Gb LPDDR4 SDRAM?
Why does the article say 16 Gb LPDDR4 SDRAM?
No because Switch main pool has much more bandwidth than Wii U, so at the same resolution it doesn't have those issues. GPU is also faster, frame drops on Wii U can be GPU related as well.
The problem with Switch docked is that some effects can't be tiled, so when you increase resolution you're more likely to find some bandwidth constraints if you don't find workarounds. Considering that the port was developed in a short amount of time, they probably didn't have time to fix all the issues.
But yeah, double buffering does the rest. It's possible that these drops were actually to like 27-28fps but thanks to double buffering it drops 10 frames every time.
Nope, i instantly noticed that this happened with many of the frame drops but got ignored when i tried to report it. A friend received his game and console from amazon today and told me that this happened to him as well.
Here's the link
Re Zelda
Given the DLC announced, what's the likelihood that the game can be further optimised for Switch? I understand the DLC is only coming to the Switch right?
That article says Posted: March 3, 2017...That's the one they announced for Monday, March 6th? I hadn't seen it before, but the date is several days behind.
So no shot of the die? They do a shot of the goddammed broadband controller and not one of the main die?
What about the kind soul who did the one for Shield TV? Will he/she do it?
Oh dude get Marcan!!!
Marcan days ago made it clear he has no interest in hacking the Switch or anything else. Its even his pinned tweet telling people to leave him alone
Good news for you all!!
Part 2 is coming, they hope later this week and it's the one we been waiting for
Chipworks is really fast at replying to mails
Can I just ask we don't throw Chipworks under the bus if they don't supply dieshots this time. They've been great to us in the past.
That was not chipworksWait what? Did they not say it would cost too much?
Wait what? Did they not say it would cost too much?
Different people. Fritz is not chipworksWait what? Did they not say it would cost too much?
Daw :/
Not Marcan, not Fritz, not sure if Chipworks is still working on it or that was it...Who else may have done it?
How much would it cost? I'm willing to throw in $20 if we get a fund going
I'm down to throw cash there way too.
I'm sure these guys would be more willing if they were compensated for their efforts.
I'm sure this stuff is costly and time consuming.
No need, chipworks will do it eventually just took a bit longer than expected.How much would it cost? I'm willing to throw in $20 if we get a fund going
No because Switch main pool has much more bandwidth than Wii U, so at the same resolution it doesn't have those issues. GPU is also faster, frame drops on Wii U can be GPU related as well.
The problem with Switch docked is that some effects can't be tiled, so when you increase resolution you're more likely to find some bandwidth constraints if you don't find workarounds. Considering that the port was developed in a short amount of time, they probably didn't have time to fix all the issues.
But yeah, double buffering does the rest. It's possible that these drops were actually to like 27-28fps but thanks to double buffering it drops 10 frames every time.
Interesting. So guven this knowledge we shouldmt expect too many 1080p games unless they are not graphically intense (comparatively speaking obviously)
I think it's more going from doing it one way on the Wii U to a completely different way (tile based) on the Switch made it very hard to re-optimize some things.
Maybe we won't see some specific effects that require full framebuffers such as DOF? Or is there an algorithm that can do it in a tiled fashion?I think it's more going from doing it one way on the Wii U to a completely different way (tile based) on the Switch made it very hard to re-optimize some things.
Good news for you all!!
Part 2 is coming, they hope later this week and it's the one we been waiting for
Chipworks is really fast at replying to mails
It has similiar drops in handheld-mode, but a lot less frequently.This too, but it never drops in 720p so better bandwidth management in 900p should bring performances to undocked levels. GPU certainly can't be an issue.
We can expect many 1080p games if they're properly optimized for the Switch memory subsystem. Of course a 1080p intensive game ported from PS4 may run at a lower res but that's because the other console is much stronger.Interesting. So guven this knowledge we shouldmt expect too many 1080p games unless they are not graphically intense (comparatively speaking obviously)
It has similiar drops in handheld-mode, but a lot less frequently.
But seeing that they reduced the drops a lot in the day-1 patch makes me hopeful that they will work on further improving performance in the next months.
I wonder why they went with double-buffering and not triple.
Nintendo really missed a opportunity to use 16nm for this console
Can't really use something that didn't exist at the time. While Parker was available, it wasn't meant for games, it was meant for cars. Had 16nm existed, Nintendo most likely would've chose it for battery life alone.