No AA, no AF, no complex shaders.So I've heard that Nvidia has a work around for the bandwidth problem? Anyone know what that might be? And if not, how do you think devs will work around it?
No AA, no AF, no complex shaders.
If there are issues with bandwidth, developers will tend to use techniques that emphasize usage of the GPU processing facilities and its on-chip caches.That said, the bandwidth situation BytesperSecondperFLOP is equivalent or better than its desktop siblings, particularly in mobile mode. I'm not sure any tricks out of the ordinary is required, staying on-chip is generally a good idea under any circumstances.No AA, no AF, no complex shaders.
Zelda does not have AF (not sure about AA). There are screenshots on eurogamer. Blur line looks hideous. Mario Kart 8 does not have AA (lots of shimmering, does not differ from Wii U version much), possibly AF too.Any examples of what this would look like? With and without I mean.
It's a Unity game. There's not so much you can do to optimise that. Unity is about being a jack-of-all-trades, master of none, so don't expect incredible performance from it.The I am Setsuna thing is weird. I feel like they probably could have gotten it to 60 on Switch if they'd really wanted to.
Nvidia is a bit like Intel. There's no obvious bottlenecks. Most code runs fast on their GPUs.I just tried to tease a bit more techniques out of sebbbi when he was on tap so to speak, but any answers would by necessity be rather situational.
CUDA is great. Way ahead of DirectCompute in programmer friendliness. Much easier to write generic code and libraries (thus many well optimized libraries exist). Can also seamlessly integrate CUDA inside C/C++. Much less code bloat and faster to iterate. I had high hopes for the new Microsoft SM 6.0 compiler. It added nice features on top of HLSL, but didn't add any productivity improvements to the language. Hopefully it improves rapidly...wuda if they cuda.
It's a Unity game. There's not so much you can do to optimise that. Unity is about being a jack-of-all-trades, master of none, so don't expect incredible performance from it.
I still can't believe Nintendo didn't add eDRAM. I wonder how much it would cost nowadays to follow the Ps2's example ; as much bus width as possible. Effects would look incredible and good image quality should be a given.No AA, no AF, no complex shaders.
The Unity Engine runs on the highest end PC and the lowest end mobile and a couple of TV operating systems. It needs to work in a way that'll match all targets. As such, it'll have to make compromises. It's also all about being easy to use which also makes compromises. For one thing, it uses C# with garbage collection. That makes the system incredibly flexible but not great in efficiency. Devs can implement some workarounds.This isn't the first time I've heard this. Is Unity themselves doing anything about it?
This isn't the first time I've heard this. Is Unity themselves doing anything about it?
Switch is between Wii U and Xbox one, from Julian Eggebrecht -
https://mynintendonews.com/2017/03/...ance-is-somewhere-between-wii-u-and-xbox-one/
Speaking of rouge squadron
Switch is between Wii U and Xbox one, from Julian Eggebrecht -
https://mynintendonews.com/2017/03/...ance-is-somewhere-between-wii-u-and-xbox-one/
Speaking of rouge squadron
So it seems that it's just a stock X1. The thread just popped up on GAF. Wonder why they did no modifications?
So it seems that it's just a stock X1. The thread just popped up on GAF. Wonder why they did no modifications?
Nintendo hardware is solid and reliable. Nintendo do not prioritise performance hardware and there is zero evidence high performance hardware is what customers want. It's why PS4 Pro is not outselling PS4. It's why 1080 cards do not outsell 1070 cards. Good enough is literally good enough!That's disappointing (stock X1). But I guess that should be a given, Nintendo doesn't give a damn about h/w.