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

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.



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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.



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.



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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



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Hiku said:
bigtakilla said:

Right now, the best way to tell the difference is by looking at Dragon Quest XI *edit* Heroes.

https://www.youtube.com/watch?v=HgYM5g_auD0

This should say everything. Performance seems to take small hits on Switch, the shadows are harsh, the lighting flat, the textures are lower res, there is less foliage, worse geometry, ect. That's not to mention I don't really think Dragon Quest is all that demanding of a game, but more so than LCU and the snake game.

Although that probably is the best comparison so far (because there are so few), I suspect it's not a good one none the less as it's not a particularly graphic heavy game, and it gives me the impression of a lazy port, because they let the game run at around ~20 fps in undocked mode on Switch judging by digital foundry's performance analysis. (Runs at 60f on PS4). This is one of those games where framerate is important, so it's possible the game could have looked and run better if they put more effort into it, or even looked worse than it already does for them to reach a 30fps target for handheld mode.

I wonder how many, if any, graphically demanding game comparisons we'll be able to see in the future though.

bigtakilla said:

It goes a little deeper than that, I mean it won't even be the exact same game on Switch at 720p and 30fps. There will be less effects, and more than likely a cut back as far as foliage, textures, ect. I honestly don't think we will ever get a clear indication as I don't think any third parties will ever take the take to properly port a massive AAA game to max the Switch out.

In some cases they could possibly solve it by just lowering the resolution and framerate. I wouldn't be surprised if that's all they did to a game like I Am Setsuna for example. But in other cases for more demanding games where they scale back the graphics to the point where the game the starts looking like a poor representation of the original game, you have to start manually removing objects instead that can be crucial for the overal game presentation as well, and even the functionality.

Agreed. Results will vary, but I was strictly talking about huge budget AAA games that push the PS4 and Xbone.