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Forums - Nintendo Discussion - Digital Foundry: Nintendo Switch CPU and GPU clock speeds revealed

GProgrammer said:
Soundwave said:

The 352 GFLOP number was always a reach by over zealous Nintendo fans. Wii U is in reality 176 GFLOPS. It looks better/equal to the XBox 360 because it has a newer architecture 2x the main RAM and 3x the embdedded RAM. 

Perhaps but heres another page which lists all console/mobile speeds, you'ld think they would take the time to check their data

Nintendo has never acknowledged if anyone was right or wrong... so why bother wasteing the time? and their too lazy to look into it.

Unlike the guys at neogaf :p simply because that stuff intrests them.

So that page you linked is most likely just wrong... and its never gonna update that wrong info.

And people like you spreading the most likely wrong number of 352, isnt helping educate people on the real number.

 

Hell even our news papers are sometimes reporting fake news now.... or just qoutes from twitter and the like.



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configuring, and porting games for docked and undocked will just be a hassle for developers. Those that choose to do it, kudos to you.



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deskpro2k3 said:

configuring, and porting games for docked and undocked will just be a hassle for developers. Those that choose to do it, kudos to you.

Yep thats what Eurogamer said, its more work than PS4 + PS4pro patch.



Captain_Yuri said:
spemanig said:

They absolutely do. It's 100%, completely, entirely in their control. Every 3rd party game Nintendo doesn't get is their fault.

I was responding to you asking if portability was enough to make the Switch succeed. I said yes, with multiplats. Then I explained why.

How so? According to Pachter, the devs told him that Nintendo is the easiest of the 3 (assuming Switch vs ps4/x1) to develop for. 

Skip to 2:30

Now of course, we don't know the context or anything that the devs said that but we know that since the wiiU, Nintendo has been pretty open to devs and since Nvidia is developing the tech and support so I am sure it is easy enough to develop for. Of course, that doesn't mean that porting the x1/ps4 games are easy but just developing for the Switch is easy. So if that is the case and lets say rockstar doesn't want to develop for the Switch cause they feel that the audience isn't there, then how is it Nintendo's fault? How would Nintendo convience rockstar that the audience is there if rockstar doesn't develop Red Dead and prove that it is/isn't?

Oh and I guess I miss understood it then.

Can you post the link? I can't see that.

It's Nintendo's fault that the audience isn't there. Nintendo made their audience. You don't just come onto the console scene and magically get given your audience at random by mythical gaming gods. You cultivate yourown audience with the hardware and software you provide and how you market your platform. That's entirely and solely in Nintendo's control.

How does Nintendo convince Rockstar that there's an audience? By building that audience for Rockstar on their platform themselves. By making exclusive marketing deals for multiplatform games who's audiences overlap with Red Dead and by making new IP that are like Red Dead and by getting exclusive third party games who's audiences overlap with Red Dead and by builting hardware that doesn't have too much trouble porting and running games who's audience overlap with Red Dead.

When people see ads for games like Red Dead with the Switch logo at the end, when they see eclusive games that remind them of Red Dead and used to appear on other platforms on the Switch, when they see Nintendo making games that are similar to Red Dead on the Switch, and when they see games that resemble Red Dead not shying away from being on the Switch as well as everything else, they'll buy the Switch expecting to buy and play games like Red Dead on the Switch.

Or lets be more literal here. 4 steps.

1. Make an exclusive marketing deal with a multiplat like with CD Project Red for Cyberpunk (Cyberpunk is just being used as an example and can be swapped out with any game that meets the criteria). The game gets its first proper reveal at the January Switch event, appears at Nintendo's E3 Digital Event, and all ads of the game will feature Switch gameplay on Switch hardware showing off the portability and alway ending with the Switch logo. Do the same thing with 1 or 2 more open world, western, T/M-Rated, AAA TPS/FPS action adventure games they know will be coming to other platforms. Since we're being literal, I'm going to chose Assassin's Creed 2017 and Far Cry 2017.

2. Secure an exclusive, AAA open world, western, T/M-Rated, AAA TPS/FPS action adventure game. It can either be a new IP or established - both have pros and cons. We already know about Beyond Good and Evil, so considering how it's a reboot that's supposed to be grittier, this will likely do.

3. Make a first party, open world, western, T/M-Rated, AAA TPS/FPS action adventure game. They can either be a new IP or reviving an old IP, but it should be made in the west for western sentiments. It can be made by a studio they own, or they can hier a third party studio to do it for them. For this example, I'm going to go with Retro Studios rebooting Star Tropics in the same vein as Uncharted and Tomb Raider.

4. Make the Switch powerful enough to be able to port most AAA multiplats. Doesn't need to be all multiplats, it just needs to be most. It doesn't need to be the best version. It just has to exist and run well enough.

That's how. This isn't rocket science, it isn't difficult, and third party developers aren't a charity. It's up to Nintendo and Nintendo alone to make their platform succeed, not third party devs.



spemanig said:
Captain_Yuri said:

How so? According to Pachter, the devs told him that Nintendo is the easiest of the 3 (assuming Switch vs ps4/x1) to develop for. 

Skip to 2:30

Now of course, we don't know the context or anything that the devs said that but we know that since the wiiU, Nintendo has been pretty open to devs and since Nvidia is developing the tech and support so I am sure it is easy enough to develop for. Of course, that doesn't mean that porting the x1/ps4 games are easy but just developing for the Switch is easy. So if that is the case and lets say rockstar doesn't want to develop for the Switch cause they feel that the audience isn't there, then how is it Nintendo's fault? How would Nintendo convience rockstar that the audience is there if rockstar doesn't develop Red Dead and prove that it is/isn't?

Oh and I guess I miss understood it then.

Can you post the link? I can't see that.

It's Nintendo's fault that the audience isn't there. Nintendo made their audience. You don't just come onto the console scene and magically get given your audience at random by mythical gaming gods. You cultivate yourown audience with the hardware and software you provide and how you market your platform. That's entirely and solely in Nintendo's control.

How does Nintendo convince Rockstar that there's an audience? By building that audience for Rockstar on their platform themselves. By making exclusive marketing deals for multiplatform games who's audiences overlap with Red Dead and by making new IP that are like Red Dead and by getting exclusive third party games who's audiences overlap with Red Dead and by builting hardware that doesn't have too much trouble porting and running games who's audience overlap with Red Dead.

When people see ads for games like Red Dead with the Switch logo at the end, when they see eclusive games that remind them of Red Dead and used to appear on other platforms on the Switch, when they see Nintendo making games that are similar to Red Dead on the Switch, and when they see games that resemble Red Dead not shying away from being on the Switch as well as everything else, they'll buy the Switch expecting to buy and play games like Red Dead on the Switch.

Or lets be more literal here. 4 steps.

1. Make an exclusive marketing deal with CD Project Red for Cyberpunk (Cyberpunk is just being used as an example and can be swapped out with any game that meets the criteria). The game gets its first proper reveal at the January Switch event, appears at Nintendo's E3 Digital Event, and all ads of the game will feature Switch gameplay on Switch hardware showing off the portability and alway ending with the Switch logo. Do the same thing with 1 or 2 more open world, western, T/M-Rated, AAA TPS/FPS action adventure games they know will be coming to other platforms. Since we're being literal, I'm going to chose Assassin's Creed 2017 and Far Cry 2017.

2. Secure an exclusive, AAA open world, western, T/M-Rated, AAA TPS/FPS action adventure game. It can either be a new IP or established - both have pros and cons. We already know about Beyond Good and Evil, so considering how it's a reboot that's supposed to be grittier, this will likely do.

3. Make a first party, open world, western, T/M-Rated, AAA TPS/FPS action adventure game. They can either be a new IP or reviving an old IP, but it should be made in the west for western sentiments. It can be made by a studio they own, or they can hier a third party studio to do it for them. For this example, I'm going to go with Retro Studios rebooting Star Tropics in the same vein as Uncharted and Tomb Raider.

4. Make the Switch powerful enough to be able to port most AAA multiplats. Doesn't need to be all multiplats, it just needs to be most. It doesn't need to be the best version. It just has to exist and run well enough.

That's how. This isn't rocket science, it isn't difficult, and third party developers aren't a charity. It's up to Nintendo and Nintendo alone to make their platform succeed, not third party devs.

Unfortunately there are battery life issues for a hybrid set up like this. You just can't make the chip as powerful as whatever. It has to run on battery power.

And you can't have a docked mode that is like 4-5x greater than the undocked mode, that doesn't work either because there's going to be radical/jarring differences in versions, in some cases some games may not run portably period. 

If you really want the types of games you're describing, just buy a PS4/XB1 dude. They're super-cheap right now too. 



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JRPGfan said:
GProgrammer said:
So in handheld mode its less than half the flops of the Wii U?
Wow I know this is Nintendo and they always disappoint but even still after all these year they still manage to shock

Wii U is 176 Gflops.

Switch is 152 Gflops (supposedly) when not docked, and just under 400 Gflops when docked (about 2,3x Wii U).

So when its a handheld, its probably about equal to a Wii U (newer architecture, Mem bw,.. ect).

 

That in itself is pretty neat, you might be able to play games on a handheld, that look just as good as your Wii U does when its hooked up to a tv.

Just on a really small 6" screen.

Wouldnt undocked mode still surpass Wii U? I mean this is only taking GPU into consideration while the CPU should be a pretty sizable improvement over Wii U and the rumors are saying Switch has over 3x as much usable RAM than Wii U.



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Considering this thing is basically the 3DS successor I am not surprised. In fact I'm kinda of shock people are still surprised at the idea of the switch being much weaker then the XB1 and PS4 since I doubt we can get an affordable system with a decent battery life and specs that rival the PS4.



Soundwave said:
spemanig said:

Can you post the link? I can't see that.

It's Nintendo's fault that the audience isn't there. Nintendo made their audience. You don't just come onto the console scene and magically get given your audience at random by mythical gaming gods. You cultivate yourown audience with the hardware and software you provide and how you market your platform. That's entirely and solely in Nintendo's control.

How does Nintendo convince Rockstar that there's an audience? By building that audience for Rockstar on their platform themselves. By making exclusive marketing deals for multiplatform games who's audiences overlap with Red Dead and by making new IP that are like Red Dead and by getting exclusive third party games who's audiences overlap with Red Dead and by builting hardware that doesn't have too much trouble porting and running games who's audience overlap with Red Dead.

When people see ads for games like Red Dead with the Switch logo at the end, when they see eclusive games that remind them of Red Dead and used to appear on other platforms on the Switch, when they see Nintendo making games that are similar to Red Dead on the Switch, and when they see games that resemble Red Dead not shying away from being on the Switch as well as everything else, they'll buy the Switch expecting to buy and play games like Red Dead on the Switch.

Or lets be more literal here. 4 steps.

1. Make an exclusive marketing deal with CD Project Red for Cyberpunk (Cyberpunk is just being used as an example and can be swapped out with any game that meets the criteria). The game gets its first proper reveal at the January Switch event, appears at Nintendo's E3 Digital Event, and all ads of the game will feature Switch gameplay on Switch hardware showing off the portability and alway ending with the Switch logo. Do the same thing with 1 or 2 more open world, western, T/M-Rated, AAA TPS/FPS action adventure games they know will be coming to other platforms. Since we're being literal, I'm going to chose Assassin's Creed 2017 and Far Cry 2017.

2. Secure an exclusive, AAA open world, western, T/M-Rated, AAA TPS/FPS action adventure game. It can either be a new IP or established - both have pros and cons. We already know about Beyond Good and Evil, so considering how it's a reboot that's supposed to be grittier, this will likely do.

3. Make a first party, open world, western, T/M-Rated, AAA TPS/FPS action adventure game. They can either be a new IP or reviving an old IP, but it should be made in the west for western sentiments. It can be made by a studio they own, or they can hier a third party studio to do it for them. For this example, I'm going to go with Retro Studios rebooting Star Tropics in the same vein as Uncharted and Tomb Raider.

4. Make the Switch powerful enough to be able to port most AAA multiplats. Doesn't need to be all multiplats, it just needs to be most. It doesn't need to be the best version. It just has to exist and run well enough.

That's how. This isn't rocket science, it isn't difficult, and third party developers aren't a charity. It's up to Nintendo and Nintendo alone to make their platform succeed, not third party devs.

Unfortunately there are battery life issues for a hybrid set up like this. You just can't make the chip as powerful as whatever. It has to run on battery power.

And you can't have a docked mode that is like 4-5x greater than the undocked mode, that doesn't work either because there's going to be radical/jarring differences in versions, in some cases some games may not run portably period. 

If you really want the types of games you're describing, just buy a PS4/XB1 dude. They're super-cheap right now too. 

This isn't about me. I have access to any game I want. This is about Nintendo as a business making a successful mass market product.

And we already know that Nintendo can make a powerful enough Switch to get multiplats without sacrificing bettery life. Nothing is stopping Nintendo but Nintendo.



Well, so much for all those "Switch will get all the big PS4/Xbone multiplats without noticeable downgrades" and "the power gap will be small like PS2 vs Xbox/GCN" claims.

At these specs, Switch graphics will not dramatically exceed Wii U's.

Not surprising though, for over a decade now Nintendo has always gone for low power, this is just how they roll.