phoenix_chipset
Regular
Yes you're right, nevermind.750Ti is not Kepler. Its Maxwell generation 1.
I still think switch could get a decent version at 30fps.
Yes you're right, nevermind.750Ti is not Kepler. Its Maxwell generation 1.
As for DOOM at 30 FPS. I think it'd be "ok" for the campaign and a fair compromise for being able to take it with you. We just pretend the online doesn't exist.
Are developers making the switch to Vulkan, or is there still a ways to go on that? Right now I feel like even Nintendo's own first party games on Switch are still using old engines. Splatoon definitely is as it pretty much looks the same as the original. Mario Odyssey I'm not so sure on. Sometimes it seems like 3D World engine, but then you see the bigger worlds and you stop to wonder.
Graphics of Intel Gen 8, and Tegra X1 are compared here:
https://www.fool.com/investing/gene...porations-tegra-x1-how-does-it-compare-w.aspx
Intel iGPU performance is highly tied to the TDP of the chip. Chips with high TDP (high end laptops and desktops) are most of time time running the GPU at maximum boost clock. However this Atom has only 2W SDP (Intel specs don't describe the real TDP for Tablet processors). Core M in comparison is 4.5W TDP. The 24 EU Core M could offer 2x graphics performance over the Atom. Both have 25.6 GB/s memory bandwidth (dual channel LPDDR3-1600).this link uses a Broadwell CPU with the 24 EUs IGP; the mini PC on that video uses Intel Atom Braswell with 16 EUs at a lower clock (at least max boost clock);
If some guy can get it to run on that, I'm sure the actual devs could get it to run in some form if they wanted to.
Intel seems pretty serious to me considering their eDRAM APUs are basically peerless. Expensive though. Targeted only at elite devices.
Ignoring the GPU for a bit, the 3x1GHz Cortex-A57 CPU cores you get access to on Switch are going to generally be significantly less powerful than the 1.6-2.4GHz quad Airmont cores on the GPD Win.. and the game appears to be CPU limited at a sub-par framerate. So that's a pretty big problem. A lower level graphics API may help but I'm sure there are limits...
Almost immediately after the reveal the emails starting flying asking what people thought of the new console design and specification. The almost universal answer was, "I like the new controller, but the CPU looks a bit underpowered".
(...)
Over the coming weeks people started doing other calculations trying to guess the performance of the machine - don't forget that this is a long time before development kits were available to do actual tests. Some people even built custom PC rigs with under-clocked CPUs to try and gauge performance of their code on these machine. Again, the almost universal answer was that it wasn't going to be powerful enough to run next-gen engines and it might even struggle to do current-gen (PS3 and X360) titles. But in spite of these tests the management made the decision, for various business reasons, to release a game on the Wii U. So now we had to get stuck in and try to make a game.
The first thing Capcom brought up was main memory space (RAM). With the number Nintendo initially proposed, it was enough if you compare it to other hardware at the time, but Capcom ultimately dared to say that it actually wasn’t sufficient. The reason for that is because of the company’s new RE Engine. Development of the engine was ongoing internally, and in order to reach its demanding specifications, more memory from Switch was definitely needed.
Not only Capcom, but other developers were bringing up memory space as well. Of course Nintendo wanted to install plenty of memory, but it was difficult to strike a balance with cost and arranging for it took time. But ultimately, the memory space of Switch is exactly same as Capcom requested. While the actual amount wasn’t mentioned during the session, it was increased considerably.
If 5 years ago developers were complaining about the 3-core 1.24GHz PowerPC 750 in the Wii U being too underpowered, I don't see how they're not complaining about the 4-core 1GHz A57 right now.
There aren't glowing praises either, and that would be more likely be public sooner than negative comments. Keep in mind that the DF article there is also 2 years post-WiiU release, and the article also likely only saw the light of day because the WiiU was certainly on the path of irrelevancy.
That said, it'd be interesting to hear from folks who have worked on Shield TV. *cough*
It is only glowing praise when its compared to WiiU development. Where the docs where in Japanese? And not documented well? And questions went unanswered until weeks if not months later? And working firmware with networking wasn't available until a week before launch? Yeah, by that comparison level setting point, nearly anything other than being shat on again would be an improvement.
That's not true. Developers have gone on record stating that ease of development on Switch is on par with developing for PS4, with some saying Switch might even be easier to develop for.