Pemalite said:
sc94597 said:
The GPU might be fully-utilized in this case, as resources are re-allocated to other parts of the graphics pipeline when saved from running at the higher resolution, or the developer could just under-clock the GPU for better battery life, as they do in lighter-weight games or as we see on PC handhelds. |
That's also failing to ignore that the Switch 2 is in a walled garden and develoeprs are free to use 100% of the systems resources, regular rasterization and ray tracing will be using 100% of those resources with Tensor operations as an added extra on top.
And the battery life reflects this as battery life on Switch 2 is extremely poor, worst than the original Switch 1 launch model.
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Pemalite said:
I think you are missing the point. The entire graphics engine on the Switch 2 will be under 100% utilization... It's a walled garden with fixed hardware... That's texture mapping units, that's pixel shaders, vertex shaders, polymorph and more. That will be pegged fully.
Tensor operations done on the tensor cores is an added "extra" load on top that adds to power consumption, doesn't reduce it. |
Why will regular rasterization and ray tracing will be using 100% of the system ressurces?
Why will the entire graphics engine on the Switch 2 be under 100% utilization?
Every developer can choose, how much of the system resources they want to use and how they distibute these resources (resolution, DLSS, effects). Not every Switch 2 game will use 90 - 100% of the system resources, some will even use a lot less.
Why else would Nintendo give that a wide range of more than 3x (2 hours minimum, 6.5 hours maximum).
The needed resources even change within a game all the time.