wonderful103
Member
Totally agree. This is exactly what I expected. A portable nobody asked for running ports at 50-75% of the 360's performance.
Are posts like this serious?
Totally agree. This is exactly what I expected. A portable nobody asked for running ports at 50-75% of the 360's performance.
Are posts like this serious?
Keep dreaming. I'd be surprised if Nintendo sells it below $299. This is why they're so intent on pushing the whole "home console" narrative. They want you to feel like the fact that you can carry what they call a "home console" anywhere with you to play on the go is such a groundbreaking plus value feature that it warrants a premium price.
The game has sold like over 30mil copies. You need to take your taste out of the equation and realize it would indeed sell, for portable functionality alone.Still I don't see it. This a remaster of a 5 year old game not Doom, not Dishonored 2 not even Fallout 4. Also as far as we know Nintendo may be paying for this port.
Totally agree. This is exactly what I expected. A portable nobody asked for running ports at 50-75% of the 360's performance.
you guys realize we already exist in a multiple spec market ecosystem for games creation
there will be no shortage of software
Battlefield 1 and other 3rd party AAA games? WIll always be right where they are with PS4/XB1 and PC
Switch will still be flooded with software that targets people who would buy the switch
Nintendo fans, mass market, portable enthusiasts, Vita fans etc....
The whole compete with Sony/Microsoft ship sailed a LOOONNNGGG time ago and yet here we are talking in circles on GAF
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.
So in it's handheld form its a compromised experience rather than the game running at the systems full potential either docked or not docked?
Man this is kind of a bummer, and makes me feel once a again another ad was misleading but that's not new in any case.
The game has sold like over 30mil copies. You need to take your taste out of the equation and realize it would indeed sell, for portable functionality alone.
LoL. What? It's stronger than Xbox 360, and I totally asked for a new Nintendo portable! =D
Tools only go so far when the the power gap is so big though. It's still one of the biggest performance gaps within a generation, if not the biggest.
Not to mention USB-C wouldn't have enough bandwidth to accommodate this on top of streaming the video feed from the console...
USB-C, not to be confused with USB 3.1, is a shape, a form factor. Thunderbolt 3 uses USB-C and it does have the bandwidth
This is true in principle but in execution it didn't help the Wii U, which missed out on a ton of third party games that would have made for easy ports. Even Xbox One is missing out on some third party games.you guys realize we already exist in a multiple spec market ecosystem for games creation
there will be no shortage of software
Battlefield 1 and other 3rd party AAA games? WIll always be right where they are with PS4/XB1 and PC
Switch will still be flooded with software that targets people who would buy the switch
Nintendo fans, mass market, portable enthusiasts, Vita fans etc....
The whole compete with Sony/Microsoft ship sailed a LOOONNNGGG time ago and yet here we are talking in circles on GAF
to say that nobody asked a new hanheld from nintendo...
do people even try to hide their hate anymore?
LoL. What? It's stronger than Xbox 360, and I totally asked for a new Nintendo portable! =D
My taste has nothing to do with this and I don't think it will sell as well as you think it will. You could get portable Skyrim on laptop ages ago as well Nvida Shield. I think people are seriously overestimating the appeal of this old game.
I don't expect anything else, why are you so irritated ? It will be the special edition, downgraded enough so it can run on Switch. I mean, they won't port the PS360 version because that would make no sense, that's what my point was.
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.
This is true in principle but in execution it didn't help the Wii U, which missed out on a ton of third party games that would have made for easy ports. Even Xbox One is missing out on some third party games.
But my point is, power doesn't matter. If the publisher wants to release a version of a game on Switch, then that's up to them, not the developer.
Meh, don't really need to be PS4, Xbone level to succeed. 3DS is successful? Yes, and it's weak af. Those numbers are more than enough for all Nintendo games and the 3rd parties that already support wiiu and 3ds.
Also, hoping for AAA games on Nintendo makes no sense, companies spend too much money deevloping for PS4, XBone, PC. If they can, they will, but don't count on it.
This said, I will still buy this, if i want power and framerate and all those masterrace thingies i have my PC.
This is true in principle but in execution it didn't help the Wii U, which missed out on a ton of third party games that would have made for easy ports. .
Less powerful than a shield tv? Yeah.....this just dropped off of my "must buy" list.
This assumes every game can run at 1080p in dock mode. Switch will be quite weak even in dock mode if these rumors are true. Dark Souls 3 would struggle at 720p with everything on the PC equivalent of "Low". Will it drop down to 480p in portable mode then? Will it simply not come to the system at all?
Oh wow, just read the specs. This is what, 150-170gflops when portable? That's Wii-U power window. It is unfortunate but I guess we should have all known better.
What happens if the Switch bombs like the Wii U? These specs are rather low, and I honestly expect little 3rd party support. And while Nintendo makes arguably the most quality games in the industry, they become more irrelevant as time goes on.
I hear this. Hold on until the 12th. I think I had read that they have more to show.Isn't Dark Souls 3 supposed to run great on it?
I have so many reasons to not believe this particular rumor.
That is like saying people are overestimating the appeal of angry birds or minecraft.. both games have solid well year of year and have large concurrent users bases for older games.
Hey a new Nintendo portable is great, but to kill their home console business and release a $250-300 handheld...not my vision of optimal, but whatever floats your boat.
What happens if the Switch bombs like the Wii U? These specs are rather low, and I honestly expect little 3rd party support. And while Nintendo makes arguably the most quality games in the industry, they become more irrelevant as time goes on.
I don't wanna make the Sega comparison, but if the Wii U sells trend continues, what is Nintendo gonna do next?
I honestly wouldn't mind Nintendo going full third party. It'd surely make the decision to buy their games much easier. It's funny, because I used to be a pretty big Nintendo fanboy, though I've always owned a MS and Sony console. I just no longer see the point in buying their consoles anymore.
Edit: This is of course assuming the specs in the OP are indeed the specs in the Switch.
Isn't Dark Souls 3 supposed to run great on it?
I have so many reasons to not believe this particular rumor.
WiiU was pricey and saddled with inconveniences and misunderstandings
Switch at the very least should be instantly understood and more streamlined than before....
Assuming Nintendo learned anything
I think it missed out because it missed sales figures on consoles sold. It also didn't help that porting to Wii U actually took more work than was expected (poor documentation, few tools, etc.).This is true in principle but in execution it didn't help the Wii U, which missed out on a ton of third party games that would have made for easy ports.
Good one
For someone who would never play the switch undocked, what the hell would I want to buy another console which is on par with the wii u? Especially with enhanced ports of Mario kart etc coming. Went from 100% on a preorder to now waiting and seeing. Hype deflated. FFS Nintendo.
Is there a Dolphin port on Shield TV? I'm sure that emulation would be fine when done by Nintendo themselves, just look at what MS has achieved on XBO.I'm REALLY worried about Gamecube VC now. That was a Laura rumor, wasn't it?
I really can't see that being viable with clocks THAT low, especially games like Sunshine and Melee.
They should have gone with a 16nm chip .. man i hoped it to be circa 800gf in docked mode