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HoloDust said:
sc94597 said:

I don't think it is totally due to hardware, but it could be as simple as the extra memory capacity that the Switch 2 has allowed them to easily get the textures at that state with equivalent or less effort. Digital Foundry (amongst other groups) already speculated that Switch 2 could alleviate some of the ram bottlenecks that the Series S experiences and therefore have better quality textures. This might be a common occurrence, depending on how much ram the OS uses.

This isn't to say they couldn't have gotten the high quality textures on Series S with a clever optimization, but it would just be more work that you don't need to do on the Switch 2.

On a side note, I am interested in whether the final version for the Switch 2 will have DoF. I am hoping they don't since I prefer it off, but that is one area that all of the other 9th gen versions have in common that the current version on the Switch 2  doesn't. 

Series S has way better texture fillrate and memory bandwidth than Switch 2...so...

Maybe it's indeed that Switch renders at lower res and than uses DLSS.  Cause DLSS is really only things that really, really stands out compared to XBX/XBS/PS5.

Which can only partially make up for a texture capacity bottleneck. We see this on PC often. Cards with less VRAM but higher texture fill rates failing to outperform cards with more VRAM but lower texture fill-rates when using higher quality textures in certain games.

If the issue is all the textures don't fit into the ram, then you have to modify the code that manages which textures you are loading into ram when. You being able to apply textures to geometry at a higher rate isn't going to solve the problem that you are waiting on textures to be pulled from storage into the ram before that step can even take place.

An easy solution would just be to reduce texture quality to make them fit.