PS4 Pro in your pocket is pretty damn sweet as is, that said I don't really see a big reason why the Switch 2 can't do what's being claimed in these recent leaks.
The Matrix Awakens demo on Switch 2 if legit (and I believe it is because CVG and Eurogamer have a good track record, Eurogamer leaked the entire Switch several months before launch, it also corresponds with the Tegra X1 unveiling where Nvidia demoed it with the Unreal Engine 4 Elemental engine to show it off) ... it probably is not just a random demo.
It's a DLSS demo to show how DLSS can function on the Switch because I don't think it could run it without that. That's straight from CVG too, they say it's using DLSS.
That's exactly the kind of demo you would want to show developers to show what your chip can do.
I also suspect DLSS is hard wired into the Switch 2 dev kit itself. Like why render at even 1080p when you don't have to. DLSS provides basically free anti-aliasing too. I think it will be the auto default in the dev kit and specifically tuned for the Switch 2 chip (like Tegra T239). Nintendo likes to do that sort of thing anyway, with the N64 every polygon had to be Z-buffered, anti-aliased, etc. etc. automatically. To break out of that you had to write custom microcode. The GameCube/Wii were kinda the same deal too, it was polygons with all the effects on.
Also DLSS 3.0+ is supported by all RTX cards (so likely Switch 2 as well). It's just the frame generation aspect that only works on 40 series cards, though who even knows if Nvidia is telling the truth about that (why buy a 40 series card if frame generation lets a 20 series card for example double its frame rate). The main thing DLSS 3.0+ adds past the frame generation stuff is "ray reconstruction", which I'm not sure I understand exactly but it makes ray tracing easier and denoises it or something? Sounds like that could help the Switch 2 add ray tracing for a lower performance cost.
Last edited by Soundwave - on 08 September 2023