Pemalite said:
Jules98 said:
New specs leak just dropped:
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Not a leak. It's an unsubstantiated rumor. We need to start knowing the difference, otherwise people start to peddle rumor as fact.
Jules98 said:
- TSMC N4 node process (4 nanometre?)
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TSMC N4 node is advertising. It's NOT 4 nanometer.
TSMC N4 is actually based on it's 5nm technology which ironically has a bigger gate pitch and interconnect pitch than IRDS 7nm definition, take that as you will. But the scaling just isn't happening at the moment.
Jules98 said:
- 8-core A78C CPU, clock rates unknown, don't know what's meant by GA10F (this could be the GPU line)
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GA10F does refer to a Geforce Ampere class GPU.
Jules98 said:
- 12 stream multiprocessor GPU, performance ranging from 3.5 to 4.5 TFLOPs docked and 1.7 to 2.0 TFLOPs handheld
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Teraflops is meaningless. It's theoretical, not real-world.
Jules98 said:
- 100GB/s memory bandwidth docked and 88GB/s handheld
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720P again confirmed? ;)
This has been a Tegra feature for some time.
Cache coherency is however, only 1-directional, Tegra X1 in the Switch should be able to do this.
https://docs.nvidia.com/cuda/cuda-for-tegra-appnote/index.html
Good luck getting 1080P happening with 100GB/s of bandwidth. You will not get the fillrate necessary to drive that.
And will not last long.
Bitflip is a big issue with NAND, you loose data extremely quickly. 3D NAND would exacerbate that issue.
ROM is the way to go.
Chrkeller said:
Seems reasonable. I've been expecting the memory bandwidth to be a bottleneck. 100 gb/s for a portable is fair but very slow compared to home consoles. Ps4 is 176, series s is 225, ps5 is 500 and a good gpu is 700.
As a reference point, steam deck is 88 gb/s.
I'm sticking with my ps4 like visuals given the bottleneck.
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Steamdeck gets away with it because it's only running 720P levels of resolution.
Keep in mind that Delta Colour Compression is a technology that the Playstation 4 lacks, so that can give Tegra an extra 60% bandwidth boost if the patterns fit with DCC.
Playstation 4 level of capability but with a few extra tricks (Ray Tracing) is the most logical scenario here.
JRPGfan said:
https://www.youtube.com/watch?v=4Arp3H_mgR8
Iphone 15 pro Max, looks like it would need like 4 times its current performance, to match a base PS4 (in this game). However.... that is still insane.... its a PHONE..... its not ment to be able to match a console, that again, draws 100's of watts of power.
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Keep in mind is also running CUSTOM silicon and CUSTOM software to MAXIMISE performance.
You do NOT get that same privilege on other platforms.
Soundwave said:
And again, you have to understand this is not even the max performance, these games are not optimized properly for hardware, with consoles you get a dev team to actually sit down and tailor make a version of a game specifically to one hardware spec, these are just PC games with settings sliders moved around, if a a dedicated dev team actually sat down and worked on a port for like 6-8 months, fine tuning every area of the game just for one piece of hardware, you'd have better performance than this.
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You do realise that is exactly what console developers so? Essentially just move a slider? Digital Foundry does it all the time and "adjusts" PC sliders to get an identical visual representation of the console release and gets those games running on equivalent PC hardware.
RedKingXIII said:
Personally, I'm expecting it to be a lot more powerful than a PS4, just like the Switch was way ahead of the PS3. It won't be as powerful as the PS5, but the power gap between the Switch 2 and the PS5 will be smaller than the power gap between the Switch 1 and the PS4.
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It doesn't need to match PS4 specs to beat it.
"weaker" hardware on paper today is leagues ahead of "faster" hardware from 10+ years ago, efficiency does actually improve, which is why the Switch is able to beat a Playstation 3, WiiU and Xbox 360, nVidia Maxwell is just a significantly more efficient chip despite the "flops" not representing that visual leap.
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