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By FLOPS it is 1/3 of Xbox One, but xone desktop architecture is more powerful. Also Switch is very bandwidth starved.View attachment 2041
Those numbers are correct? And if yes does it mean than Switch not so far behind Xbox One in terms of power?
View attachment 2041
Those numbers are correct? And if yes does it mean than Switch not so far behind Xbox One in terms of power?
View attachment 2041
Those numbers are correct? And if yes does it mean than Switch not so far behind Xbox One in terms of power?
All through the discussion of Switch, I've been thinking how this may no longer be true because of my own mobile game. Getting real games on mobile may not be impossible. As for throttling, I guess Switch's active cooling means mobile can never compare, but certainly by not maxing your GPU you can keep temps lowers and avoid throttling sounds like an option.But this powerful phone will throttle, doesn't have buttons and joysticks, runs Android. So, it's better if I want to send pictures of my **** over the internet but if a gaming device is wanted, with real games on top of that, I think the Switch wins that easily.
The game trailer graphics looks better than actual game play graphics, which looks rather simplified in comparison:
Ok, but i talked about 942 FP16 Gflops, it's not so far behind 1,3 TFlops. Or I just don't understand something?If you're going by numbers only, then it's 0.471 TFlops vs 1.3 TFlops. Does one third seem not so far behind to you?
Like lets compare it to oneplus 3 from 2016, cheap(costs same as switch at least here at Finland) but powerfull phone.
All through the discussion of Switch, I've been thinking how this may no longer be true because of my own mobile game.
Thus doubling the peak FLOP rate by FP16 doesn't suddenly make a GPU equivalent to another GPU with double FLOP rate, unless all other parts of the GPU are also scaled up.
FP16 is a very useful feature for the developers, but mixing it up with FLOP based marketing is simply confusing the consumers.
All through the discussion of Switch, I've been thinking how this may no longer be true because of my own mobile game. Getting real games on mobile may not be impossible. As for throttling, I guess Switch's active cooling means mobile can never compare, but certainly by not maxing your GPU you can keep temps lowers and avoid throttling sounds like an option.
It's true that it will be untenable if I think of mobile/phone games as if they were the same things as in 2009 or 2011, with at best bird catapults, jewel bustlers, temple runners version 1.0 and that slow motion zombie fps. I would be like a granpda who calls every console a Nintendo and think they all play Mario Bros, or that it's all Pacman and Space Invaders.
For the phone hardware itself I've somewhat learned that it's about implementation. Implementation, implementation (developers, developers! developers! developers!)
I was thinking when reading your post that as of now you can likely recreate Wing Commander IV for example, with enough controls on the sides. Vids - lots of FMV scenes - as H264 or better to bring the size down much
I was thinking of Under a Killing Moon too, more laid back (it's a mix of 3D first person adventure game and FMV). Now I'm giving embarassingly ancient references. But these games made everything else feel like toys. Also had professional treatment of audio and graphics, as if you have a directory of photography and sound technician/engineer (they did). Like you can make or break your day depending on bass/treble knobs or equalizer to deal with some music and gear. And thus if you can have controls be just the right size or sensitivity within a few % or 5% let's say, it might make a difference next to some devs that copy pasted them from some random or default thing, didn't think about them scaling from 4" to 6" and from 3:2 to 18:9, etc.
Nothing new though. They're called imposters.Using 2d characters off in the distance that change to 3d models as you get close is pretty slick.