Forums - Gaming Discussion - Exactly how much difference is there between the PS/XB and the Switch?

KrspaceT said:

Frankly I feel this a question that no one has really answered. 

 

The fact is that people keep saying that 1st party games can't run on the device, but how far is the Switch from it's fellow consoles anyway. How Snake Pass and Lego City Undercover ran on the Switch compared to the other two makes me question just how big the difference is. 

 

The Switch is stronger than the Wii U with better archeticture after all, so I can't help but feel people are exaggerating the gap. 

You cannot really compare the power of different devices. Especially with different architectures. If you put benchmarks on systems (which is possible on PC, but on consoles we cannot load own programs and the makers never tell us such stuff), you see that there are different stuff. Maybe integer operations run on one machine better than on the other, but for floating point it is different. Maybe one benchmark performs badly, but if you reorder commands it goes much better. Basically you have areas like: integer, floating point, memory bandwith, transfer data to graphic memory, shaders, ... In each of the areas the performance can vary from other areas, so  machine A performs better on one area, machine B on the other. But seeing how much difference it even makes if you compile a code with one compiler and then with another - you can always say this benchmark is putting one machine at disadvantage. So don't expect 'exactly'.



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my greatest games: 2017, 2018, 2019

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leo-j said:
It doesn't matter too much imo.....

This. The Switch is weaker, how much is and will be ever unclear. But it is stronger than every handheld before too. And it can play the same game on TV and on the go. Most customers will probably not compare fine differences in graphics, they will ask if the platform has the game they wanna play and if they can play it together with their friends online (which means they need the same platform).



3DS-FC: 4511-1768-7903 (Mii-Name: Mnementh), Nintendo-Network-ID: Mnementh, Switch: SW-7706-3819-9381 (Mnementh)

my greatest games: 2017, 2018, 2019

Predictions: Switch / Switch vs. XB1 in the US / Three Houses first quarter

Barozi said:
So far there has been zero proper releases that could be compared between those systems.
Sure you can take Lego City Undercover (last gen port) and Snake Pass (low budget indie game) and notice quite a few differences there, but the real test comes, when Swith gets an AA to AAA multiplat. We possibly have to wait until NBA 2K18 releases in September, but even then the game isn't all that demanding.

Not even about NBA2K18 being demanding or not, you'll still be able to put them side by side and see exactly what they had to cut out to have it run on the Switch, I'm sure digital foundry will show every missing lighting, shadow or AA effect right after launch with the Switch port so you'll have a good idea basically what sort of power the GPU in the switch is capable of.

As for games being limited by the systems 3gb of usable ram for games which someone mentioned, I wouldn't worry too much about that, it's still a great advanement over the 512mb that the X360/PS3 had under the hood and both those machines had some stellar games, both looks and size of worlds, remember too that the 512MB of ram in the older consoles also had to section away parts of that for the consoles OS as well as other things and it would still be 1/6th the amount if the whole lot was available to games anyway.



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bonzobanana said:
Also a big factor in its performance level is how it switches between the low power 150 gflops and 384 gflops modes on the fly. This isn't normal for consoles and clearly the Switch does it instantly on the fly. From all accounts the Switch doesn't fully utilise that 384 gflops at all but instead just uses the performance boost to either upscale or anti-alias. I've not heard of any games currently that load higher quality graphic assets when you dock the Switch and with the very low 25.6GB/s memory bandwidth I think the docked mode is more bottlenecked.

The figure of 384 gflops may not be realistic at all because most of that performance is untapped so the console can instantly switch to portable mode without having to reload the game. I.e. 2 graphic output drivers a bit like a pc connected to 2 screens but toggles between each display.

Yeah, that is a good point. I think we will never see loading of new assets, because this would involve more time for the switch or loading screens if you dock/undock.



3DS-FC: 4511-1768-7903 (Mii-Name: Mnementh), Nintendo-Network-ID: Mnementh, Switch: SW-7706-3819-9381 (Mnementh)

my greatest games: 2017, 2018, 2019

Predictions: Switch / Switch vs. XB1 in the US / Three Houses first quarter

bonzobanana said:
Eagle367 said:
It's exaggerated I would say. The switch is far closer to xbone than Wii U at this point and with engines like unreal 4 and developers claiming time and again the ease of portability unless you count really intensive games almost all games can be ported to switch at not that much hassle if the developers are serious about it. I mean how long did it take for snake pass to be ported? Two months or something?

Definitely easy to port games too from what has been written from many sources but that doesn't mean it can port more ambitious games if those games need a more powerful gpu or more cpu resources.

Easier to port doesn't mean any better than Wii U, it simply means easier to port. (*edit* not that I'm saying their the same power, their obviously not but a strange way to "prove" it's closer to Xbone)  I think it's a great exaggeration to say (as if anyone really knows) that it's closer to the Xbone than Wii U. So far, the best graphics it has on it is also on the Wii U, and is almost identical.



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Ganoncrotch said:
Barozi said:
So far there has been zero proper releases that could be compared between those systems.
Sure you can take Lego City Undercover (last gen port) and Snake Pass (low budget indie game) and notice quite a few differences there, but the real test comes, when Swith gets an AA to AAA multiplat. We possibly have to wait until NBA 2K18 releases in September, but even then the game isn't all that demanding.

Not even about NBA2K18 being demanding or not, you'll still be able to put them side by side and see exactly what they had to cut out to have it run on the Switch, I'm sure digital foundry will show every missing lighting, shadow or AA effect right after launch with the Switch port so you'll have a good idea basically what sort of power the GPU in the switch is capable of.

As for games being limited by the systems 3gb of usable ram for games which someone mentioned, I wouldn't worry too much about that, it's still a great advanement over the 512mb that the X360/PS3 had under the hood and both those machines had some stellar games, both looks and size of worlds, remember too that the 512MB of ram in the older consoles also had to section away parts of that for the consoles OS as well as other things and it would still be 1/6th the amount if the whole lot was available to games anyway.

Sure, but if the game is already running at 1080p 60FPS on PS4, the console probably isn't maxed out. It could probably run with a stable 70FPS if the framerate wasn't locked. Thus the Switch version is likely to be a lot closer to the other versions, since that one is surely going to be maxed out.

A multiplat game with a few framerate issues on the most powerful console would be an even more efficient comparison.



Barozi said:
Ganoncrotch said:

Not even about NBA2K18 being demanding or not, you'll still be able to put them side by side and see exactly what they had to cut out to have it run on the Switch, I'm sure digital foundry will show every missing lighting, shadow or AA effect right after launch with the Switch port so you'll have a good idea basically what sort of power the GPU in the switch is capable of.

As for games being limited by the systems 3gb of usable ram for games which someone mentioned, I wouldn't worry too much about that, it's still a great advanement over the 512mb that the X360/PS3 had under the hood and both those machines had some stellar games, both looks and size of worlds, remember too that the 512MB of ram in the older consoles also had to section away parts of that for the consoles OS as well as other things and it would still be 1/6th the amount if the whole lot was available to games anyway.

Sure, but if the game is already running at 1080p 60FPS on PS4, the console probably isn't maxed out. It could probably run with a stable 70FPS if the framerate wasn't locked. Thus the Switch version is likely to be a lot closer to the other versions, since that one is surely going to be maxed out.

A multiplat game with a few framerate issues on the most powerful console would be an even more efficient comparison.

Those games won't come to Switch.



Not strong enough for big western AAA ports most likely

I keep hearing that the power is between the Wii U and PS4 though the gap is pretty big :p



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Platina said:
Not strong enough for big western AAA ports most likely

I keep hearing that the power is between the Wii U and PS4 though the gap is pretty big :p

Well, it's not as powerful as the Xbone either, so we can narrow it down to being between the Wii U and Xbone really.



 

JRPGfan said:
KrspaceT said:

The Switch is stronger than the Wii U with better archeticture after all, so I can't help but feel people are exaggerating the gap. 

397 Gflops vs 1840 Gflops.

Theres no exaggeration going on.

Its just aparently it doesnt matter all that much... you run abit lower resolution, turn off a few effects ect.

People dont care that much.  Its why people that believe scorpio is going to make a massive differnce are fooling themselves.

 

Also Snake Pass & Lego City Undercover are kinda horrible ports, to use as compairisons.

They put more work into the switch versions than they did the other systems.

Snake Pass dev said it took 3 weeks to port the game to the Switch