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Well the hardware capability of running the same shaders is there, but if the resolution drops so hard that what you see in outdoor scenes (post FXAA) are blobs of color as if it was an impressionist painting, you're not really looking at the same game anymore:
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That's why I think Nintendo will be willing to invest money for a customized chip with the Switch successor. ....
The PR out of the companies made it sound as if it was a long term partnership. Jen-hsun talked about a 20 year commitment. Then again, he says a lot of things.Are you implying still with nVidia ?
Because, I guess Switch is good for nVidia (they unloaded old underclocked X1 SoC...), but It could maybe be different if they have to spend to money into R&D, or sold a more recent SoC. Plus, even if we don't know all the details, I'm sure they're allocating some of their staff to support the Switch tools, devs, etc... If it was the first step for nVidia to be back in the console game, yeah I'm sure they'll be willing to continue, but if it was a "one shot" kind of thing, I wonder...
Switch uses Vulkan AFAIK.
They should have leaned into the low detail problem and given the Switch port a cell shaded look. Would have made it distinct from other versions, while making the lack of detail an asset instead of a problem.
Just how outlandish would it be for Nintendo to just change to an AMD SoC for the Switch 2?
A 5nm Switch 2 with an 8 core Zen 3, a 20CU Navi, and single 12GB stack of HBM3 would probably consume very little power when clocked low enough (~2GHz and ~700MHz respectively) for its portable mode. It could run lower fidelity versions of PS5/XBoxNext games with little faffing for devs, and would have a clear upgrade path to future nodes and architectures.
It seems like such an easy win, but how feasible would BC with the Switch be?
Just how outlandish would it be for Nintendo to just change to an AMD SoC for the Switch 2?
A 5nm Switch 2 with an 8 core Zen 3, a 20CU Navi, and single 12GB stack of HBM3 would probably consume very little power when clocked low enough (~2GHz and ~700MHz respectively) for its portable mode. It could run lower fidelity versions of PS5/XBoxNext games with little faffing for devs, and would have a clear upgrade path to future nodes and architectures.
It seems like such an easy win, but how feasible would BC with the Switch be?
The Legend of Witcher 3: Breath of the Wild Hunt?They should have leaned into the low detail problem and given the Switch port a cell shaded look. Would have made it distinct from other versions, while making the lack of detail an asset instead of a problem.
If its powerful enough, probably an emulator would be feasible. Without needing any hardware crutches a-la ps3 x ps2
Currently there's YUZY that emulates switch but it's still in very early developments
One should immediately doubt the assumptions of the power consumption when suggesting a handheld can comfortably run ports of current-gen home consoles consuming >100 watts. If what you say is viable, that suggests that every generation, a portable could have been made by shrinking the console hardware one node and clocking it low, which has never been even remotely possible. Even three node reductions isn't enough. A launch PS3 consumed ~180 W playing games, while a PS3 slim from 2013 draws ~70.
The latest agreement between AMD and Samsung to share the RDNA IP for mobile GPUs seems to dictate they can't compete on the same markets.
That means Samsung probably can't make SoCs above 10W, and AMD can't make SoCs below Raven Ridge's current 15W minimum.
So AMD can do APUs for large tablet form. Anything below that and it's Samsung territory.
They should have leaned into the low detail problem and given the Switch port a cell shaded look. Would have made it distinct from other versions, while making the lack of detail an asset instead of a problem.