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Chrkeller said:
curl-6 said:

Bandwidth is only a "bottleneck" if it's the thing holding the rest of the system back. There's no real evidence that's the case thus far as the games you mention could just as easily be limited by the many other things that factor into a system's performance.

If you doubled Switch 2's bandwidth, you wouldn't magically get 60fps in FF7 or Cyberpunk, cos it would still be limited by other things like draw calls or polygon rendering.

If anything, the system's bottleneck seems to be its relatively low CPU clocks and only 6 core currently being available for games.

And it is holding the system back in terms of resolution and fps.  Resolution can be offset via DLSS but there is no offset for the fps part.  

In terms of picture fidelity didn't you tell me Cyber matches (and sometimes beat out) the Series S?  but the fps is half (when comparing performance modes).  Bandwidth is the bottleneck for fps.  

fps is frames p0r second.  second is a time unit.  a frame is a still picture.  One picture per second = x, then two pictures per second is 2x.  ten pictures per second is 10x.  30 is 30x, 60 is 60x, 120 is 120x.  A picture is a data file. 

It is a bottleneck.  I really don't see how anybody can think otherwise.  In order for the bandwidth to not be a bottleneck fidelity would have to be significantly sacrificed, including resolution.  If the S2, in something like Madden, is going to have fidelity similar to the series S, fps will be 30 because of the bandwidth. 

The problem here is you are taking one aspect of a system's technical makeup as if it's the only factor, while ignoring the numerous other components.

Many things other than bandwidth can bottleneck a system and limit performance, from CPU draw calls to pixel and texel fillrate to asset streaming.

Bandwidth is only one factor among many.