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HoloDust said:
bonzobanana said:

I didn't want to use Geekbench 6 as that also factors in some GPU functionality I just wanted to compare CPU performance isolated from the GPU to get a fair perspective of the actual CPUs. As for DLSS while the work is primarily done by the GPU a lot of work is done by the CPU. So the CPU performance especially the low CPU performance of the Switch 2 will surely have an impact especially it seems as the older RTX 2050 seems to need more CPU resources in this regard compared to the RTX 4050 so this is better optimised in later cards and the Switch 2 is of the same generation as the RTX 2050 just a much lower power version. Also you can see on PC benchmarks that CPU power has an effect on DLSS frame rates. DLSS performance scales with CPU performance. It doesn't take the burden of upscaling off the CPU as if it did you could have 360p upscaling to 1080p with a much inferior CPU instead but same frame rates. However the reality is it really takes the burden of the GPU more because now it can upscale to 4K with decent frame rates and image quality that it could never produce natively. It enables that GPU to punch well above its normal frame rates for that output resolution. However the burden to the CPU is greater. Of course many PCs have more than enough CPU power so its not an issue but the Switch 2 doesn't its going to be a matter of optimising CPU performance surely a lot of the time.

There was a comment about Hogwarts having poor DLSS upscaling compared to some other titles and this could be related to more limited CPU resources for that game and reducing the quality of DLSS. We will get a much more accurate picture in a few days when people start analysing games on retail hardware. The fact Nintendo have released information about optimising the operating system and trying to get background tasks onto one CPU core rather than two makes me think people are likely to be disappointed in the performance initially and they are trying to limit damage of that by stating like the PS4 it will eventually be better optimised releasing more performance for games but we shall see. I believe if I have remembered rightly FSR 3 etc on AMD chipsets takes far less GPU and CPU resources to upscale but then its much inferior results. XeSS takes a lot of CPU resources but gives much better results. Surely the fact XeSS operates on both AMD and Nvidia chipsets too shows its more CPU bound as well as graphic architecture is less of an issue for that upscaling technology.

Yes, while DLSS (Deep Learning Super Sampling) primarily relies on the GPU's Tensor Cores for its AI-powered upscaling, there's a CPU element involved as well, especially with newer features like DLSS Frame Generation.
Elaboration:
Tensor Cores (GPU):
DLSS's core functionality, which is the AI upscaling and frame generation, is handled by the GPU's Tensor Cores, specifically the RTX 20, RTX 30, RTX 40, RTX 50, and Quadro RTX series.
CPU's Role (Rendering, Pre-processing):
The CPU is responsible for rendering the game world and preparing the data for DLSS.
For DLSS Frame Generation, the CPU needs to efficiently manage the rendering of the initial frames, as the generated frames rely on that base.
A powerful CPU can help reduce the workload on the GPU, potentially leading to better performance, especially when DLSS is enabled.
DLSS and Frame Generation:
DLSS Frame Generation, which is available on RTX 40 and RTX 50 series GPUs, boosts frame rates by using AI to generate new frames.
This requires the CPU to efficiently handle the initial frame rendering and provide the necessary input for the AI.
A CPU bottleneck could potentially limit the benefits of DLSS Frame Generation, as it relies on the base frames generated by the CPU.
Impact of CPU on DLSS:
In some cases, a weak CPU can bottleneck the performance of DLSS, especially in CPU-intensive games or when running higher DLSS settings.
While the GPU handles the AI-powered upscaling and frame generation, the CPU's performance can impact the overall experience.

Those Geekbench results are CPU only.

CPU can affect overall GPU performance and induce bottlenecks - as I said, it has almost nothing to do with DLSS which is GPU dependent.

Switch 2, it seems, will have custom DLSS solution which, from what's been seen so far, has lower precision and shorter accumulation window for temporal data. Maybe not always, and not in all titles, but from Hogwarts it is obvious that its DLSS implementation, at least in some cases, is not as good as standard DLSS (though it doesn't look too good in CP2077 as well, just not as pronounced everywhere).

I disagree with your viewpoint about DLSS being fully GPU dependent as seen lots of evidence that contradicts that. 

In fairness I don't know much about Geekbench 6, I thought it was more browser/office focused etc and included graphic hardware tests related to video editing etc.

There is also the issue regarding the Cortex A78c cores being on a 10/8Nm fabrication process when it was designed and the figures they have given is for the best fabrication process of 5Nm.

Fabricating a new ARM CPU design on an older fabrication process can limit the chip's performance and efficiency. While the design itself may be advanced, the older process may struggle to deliver the dense transistor layouts and tight feature sizes needed to fully realize the design's potential. This can result in a chip that is larger, consumes more power, and may not reach the performance levels of a similar design built on a more modern process.
Here's a more detailed breakdown:
Performance Limits:
Older fabrication processes have larger transistor dimensions and wider spacing between transistors. This means that the overall size of the chip will be larger, and the transistors will take up more space, potentially limiting the number of transistors and thus the overall performance of the chip.
Power Consumption:
A larger chip and older fabrication processes can lead to higher power consumption. This is because transistors in older processes are less efficient and leak more power, and the increased size also means more power is needed to drive the chip.
Cost:
While older processes may be cheaper to use, the limitations on performance and efficiency might not be cost-effective in the long run. A more powerful, efficient chip, even if slightly more expensive to manufacture, might offer better overall value.
Design Tradeoffs:
Designers may have to make compromises in the architecture to work around the limitations of the older process. This could mean using less complex designs, reducing the number of cores, or making other sacrifices that impact performance and efficiency.
Potential for Optimization:
Despite these limitations, there are ways to optimize designs for older processes. For example, designers can focus on power management techniques, optimize the layout of the chip, and use more efficient memory architectures.

Ultimately I feel like the Nintendo Switch 2 is a very budget design with a very dated chipset and a very low cost implementation of that chipset with regards fabrication. It literally is a design and a fabrication process from 2020 and really its only the excellent DLSS upscaling that saves it and makes it more competitive with other platforms but whether we will ever know the true spec and performance is another matter as Nintendo are aggressively protecting the console from hacking/modding with the system quick to brick if anything is out of place like voltages and I'm guessing it is impossible to replace the battery yourself as it will self-brick. All battery replacements will likely have to go through Nintendo. However what will reveal the true spec is its final performance of retail models, yes it will be more guess work that anything but we will get an overall reasonable picture. Any videos about teardowns are probably going to be videos about bricked Switch 2s as well. I just hope there is a youtuber happy to brick his Nintendo 2 to give us full details of the final retail hardware.