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TIGSource ForumsPlayerGamesNintendo Switch (formerly NX)
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Türbo Bröther
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« Reply #700 on: January 20, 2017, 05:54:00 PM »

So they added a man in a hat that plays the game along with you. That must take up a lot of CPU cycles.
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« Reply #701 on: January 20, 2017, 08:33:22 PM »

the ones still producing xbox 360 games, and they will be ports of those.
Btw. the cpu in the Xbox 360 is a beast compared to the one you will find in the Switch. Your favorite casual action games are probably portable though.
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« Reply #702 on: January 20, 2017, 08:34:32 PM »

360 or One? because if it's still underpowered compared to the consoles of a few generations ago, then we might have problems.
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« Reply #703 on: January 20, 2017, 09:32:03 PM »

what i mean is, i don't think "the gameplay" in any of your typical mariozeldapokerman games is going to be taxing on a half decent modern cpu
The question is, can the Switch survive with only those kind of games? But even here, certainly a lot of compromises were made to reach an acceptable performance for the new Zelda, and it only runs at 30Hz.

Ideally, you want a fluid (I consider 60Hz fluid) and consistent update- and frame rate, with no frame drops or frame delays. Whenever you have many entities in the scene, be it Zombies, interactive objects/physics, wildlife, procedural happening and so on, the cpu will be strained. There are many console games featuring a selection of all this stuff. Some of this stuff can be offloaded to a gpu with general purpose computing features, but the gpu is not as much suited to do many of these jobs as the cpu. Gpus just got "lucky" that rasterized computer graphics happen to be highly parallelizable.

 

Do you think they have tapped into the potential of the groundbreaking FixedFloat data type to further speed up their processors (and maybe even achieve clockwork-perfection)?
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« Reply #704 on: January 20, 2017, 10:55:43 PM »

X360 is an in order cpu which mean a lot of hassle, also the cortex a-57 rumred to be in the switch is equivalent in power to a the jaguar in current console, except modern console have double the frequency and double the core (so a switch is 1/4th of ps4 cpu, not counting bandwidth), but then the jaguar is 4x a x360 cpu.
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« Reply #705 on: January 21, 2017, 04:17:16 AM »

Gta san andreas ran on the ps2.........
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« Reply #706 on: January 21, 2017, 05:51:19 AM »

360 or One? because if it's still underpowered compared to the consoles of a few generations ago, then we might have problems.
360, you heard that right. In terms of raw power, Xbox one cpu is in the same ball park. The 360 has an in-order cpu, that's correct, but once you set up the pipeline for it, you can get a lot out of it.
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« Reply #707 on: January 21, 2017, 07:57:26 AM »

Do we know which CPU is in the Switch?
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« Reply #708 on: January 21, 2017, 11:10:28 AM »

All we know is that the Switch has a NVidia Tegra CPU/GPU but we don't know the exact model. Rumors point to it being a custom Tegra X1.

In terms of power, the WiiU had Bayonetta 2 and other fast paced games, all runing at 60fps. And we know that the Switch can run the same games with better framerate and resolution (Mario Kart 8 on the WiiU couldn't run at 1080p and can on the Switch for instance). So, whatever the CPUs are, the Switch can definitely output better graphics than the 360, but it's far from the ONE.
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« Reply #709 on: January 21, 2017, 12:32:51 PM »

there is a lot of conflation cpu and gpu here.
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« Reply #710 on: January 21, 2017, 01:31:08 PM »

1) can it run bad apple
2) can it run doom
3) is there better snes emulation software than android telephone
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« Reply #711 on: January 21, 2017, 01:55:03 PM »

Running DOOM is like the new Turing test. It's the bare minimum to be considered a computer.
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« Reply #712 on: January 21, 2017, 02:14:41 PM »

with nintendo you never know
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« Reply #713 on: January 21, 2017, 04:26:13 PM »

Running DOOM is like the new Turing test. It's the bare minimum to be considered a computer.
He he, sounds familiar. I remember several years back Intel advertised itself at my university in order to get students motivated to work for Intel. We were only a select group of like 20 people. A representative of Intel brought along a "supercomputer for the home", which was secretly in development back then to show their advancements. He bragged a little bit that it had 48 cpu cores. Then some demonstrations followed. Guess what! He startet Doom 48 times in parallel, the monitor was filled with 48 subscreens of Doom, and I remember none of the students were impressed, haha.

On a side note, it is rather sad that regarding gameplay, Doom is more advanced than multi-million dollar heavy shooters today, including Doom 2016.
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« Reply #714 on: January 21, 2017, 10:11:55 PM »

I think the real question is, could this beast of a processor handle TrapThem?
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« Reply #715 on: January 21, 2017, 10:19:47 PM »

Gta san andreas ran on the ps2.........
Geometry scale with hardware, it mean that the physics have more works to do for the same amount of interaction density. But truth is that interaction density have increased in later gta, and building are no more box either. So yeah collision gain in precision is where the extra cpu get, now you can argue we don't need that, as I'm fine with gtaSA approximation, but tell that to AAA dev. Also there is trade off, gta 4 have increased interaction but decrease surface, gta5 have increase surface but decrease interaction, also all the flavor physics take their taxes.





similarly it's not always the cpu but also the focus of the dev, but gta is fairly stable in ambition, unlike



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« Reply #716 on: January 22, 2017, 01:35:08 AM »

that's all well and good but it's also kind of a moot point because the switch isn't going to get a lot of AAA support regardless and typical nintendo games are not cpu heavy. zelda looks like it could probably run on the gamecube (or at least the wii) with downscaled graphics.
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« Reply #717 on: January 22, 2017, 03:37:47 AM »

The thing with Nintendo is that since they work with their own hardware, they know very well their limitations and always do an amazing job with an art direction that work around those limitations.

To me, Wind Waker on the Game Cube is still one of the most beautiful games ever made. When you look at other games using cel-shading at the time, they're mostly licensed cartoon games and use black outlines. But the hardware at the time couldn't really push enough polygons to make a cartoon character that looked like the one in the show. It got pretty close but felt like something was missing and the outlines made that more obvious. Nintendo designed the Wind Waker characters with those limitations in mind and made characters that would look good with very few polygons, also no outlines so you couldn't notice that.
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« Reply #718 on: January 22, 2017, 07:14:14 AM »

that's all well and good but it's also kind of a moot point because the switch isn't going to get a lot of AAA support regardless and typical nintendo games are not cpu heavy. zelda looks like it could probably run on the gamecube (or at least the wii) with downscaled graphics.

Definitely not, you under estimate what's happening on screen (in fact they tried already on both). It would be possible but with massive compromise.

Also you kind of see them experimenting by little touch, that gta level in mario is a partail implementation (it has pedestrian, circulation, etc).
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« Reply #719 on: January 22, 2017, 07:17:50 AM »

Definitely not, you under estimate what's happening on screen (in fact they tried already on both).
whats to underestimate?
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