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Can we stop pretending switch docked mode is of secondary importance to portable play?

Is Switch more of a home console or a handheld?


  • Total voters
    376

Redneckerz

Those long posts don't cover that red neck boy
I didn't ignore it, it is just that DX11 isn't the industry standard for graphics, no matter how Microsoft present it. So if you are a developer with access to all of Nintendo's sdk documentation, why would even mention DirectX?
So you don't get me.

Got it.
Yes, I didn't argue that point, but most high frame-rate games that scale well with hardware and resolution over time are forward renderers, unless Carmack's idtech - that's used as the basis of many other shooters like Titanfall - was doing it wrong in your opinion? moving into high frame-rate VR - again where high frame rate is necessary - seems like a good fit for his skills, no?
Not all engines are Source.
Well, what part about the Coretek A57 in the tegra X1 t210 is wrong - bigger cache - to make it superior at high frame-rate 4 player splitscreen? And viceversa with the Wiiu Espresso info. Does it not have an extra megabyte of L2 cache over the T210, or higher bandwidth, lower latency via the edram?
Does this really matter for you in terms of real life usablity?
 

PaintTinJr

Member
So you don't get me.

Got it.
I do, but it is like translating from English to Chinese back to US English, when staying with English would have reduced anything from being mistranslated in the discussion. The feature set of major versions of Opengl, are a better fit for the discussion about Nintendo hardware - and older hardware like the RSX and the tegra - and are known by more people working with 3D graphics.
Not all engines are Source.
I didn't say they are, but this whole discussion I was having with the thread creator (originally) was about the T210 CPU versus the Espresso CPU for doing 4 player splitscreen gaming (which is high frame rate by the 4x independent 30fps views) - which is a cornerstone of a Nintendo home consoles, and performs better on the POWERPC 750 derivative hardware WiiU, than ARM switch, hence why I consider the 4year newer console a handheld, as per the thread topic.
Does this really matter for you in terms of real life usablity?
Not sure why you are moving the goalposts, but it does in terms of backing up your assertion - and substantiating your claims as a Nintendo developer. Unless you are now inclined to agree with my point, that the Server derived WiiU processor is more capable than the mobile Coretek A57 for 4 player splitscreen (home console) gaming.
 

boo

Gold Member
I always play my Switch in docked mode. I love playing the big expansive games on my system. Not only the Xenoblade games and BOTW but also the third party games. Witcher 3 is my main game right now. A wonderful experience.

Then again I am in the category of gamers that don’t care about playing in the highest resolution. I have played games on all kinds of systems and resolutions up through the years. The gaming hardware became more than good enough for me many years ago.
 

Redneckerz

Those long posts don't cover that red neck boy
I do, but it is like translating from English to Chinese back to US English, when staying with English would have reduced anything from being mistranslated in the discussion. The feature set of major versions of Opengl, are a better fit for the discussion about Nintendo hardware - and older hardware like the RSX and the tegra - and are known by more people working with 3D graphics.
Really, that's what you are on about? That i chose DX11-equivalent-featureset as a metric rather than OpenGL-whatever-version-equivalent-featureset as an equivalent?

I didn't say they are, but this whole discussion I was having with the thread creator (originally) was about the T210 CPU versus the Espresso CPU for doing 4 player splitscreen gaming (which is high frame rate by the 4x independent 30fps views) - which is a cornerstone of a Nintendo home consoles, and performs better on the POWERPC 750 derivative hardware WiiU, than ARM switch, hence why I consider the 4year newer console a handheld, as per the thread topic.
As you were then.
Not sure why you are moving the goalposts, but it does in terms of backing up your assertion - and substantiating your claims as a Nintendo developer.
You obviously can't reasonably think to reveal NDA information now do you?
Unless you are now inclined to agree with my point, that the Server derived WiiU processor is more capable than the mobile Coretek A57 for 4 player splitscreen (home console) gaming.
The Latte processor does include support for Eyefinity-equivalent technology, which is multidisplay. A propetairy encoder/decoder is used to make streaming to Wii U possible with little performance loss.

However, The Wii U Gamepad is not exactly a portable - its semi-thethered after all.
 

Javthusiast

Banned
I rarely use it as a portable. Am I doing it wrong?
arrested stone cold GIF by WWE
 

PaintTinJr

Member
Really, that's what you are on about? That i chose DX11-equivalent-featureset as a metric rather than OpenGL-whatever-version-equivalent-feature set as an equivalent?


.....

You obviously can't reasonably think to reveal NDA information now do you?
Well you already sort of did - assuming you are more than implying you are(and were) a developer of (WiiU and) Switch - because you already said the wikipedia info for the WiiU Espresso CPU and Tegra X1T210 Coretek A57 CPU isn't accurate and my conclusion was wrong.

If you are a actual developer and not just someone that has seen the GPU sdk for the Switch, then I'm surprised you'd even comment at all in this conversation - if at risk of breaking an NDA - and even mentioning the EyeFinity in your last post would probably break an NDA, as I don't believe that was listed as a WiiU feature in the publicised specs.

The Latte processor does include support for Eyefinity-equivalent technology, which is multidisplay. A propetairy encoder/decoder is used to make streaming to Wii U possible with little performance loss.

However, The Wii U Gamepad is not exactly a portable - its semi-thethered after all.
You keep referring to the GPU technology in each, but that has no impact on the 4 player split comparison issue I was discussing - as each console's MK8 does compromise fidelity, shader complexity, geometric LoD, texture LoD, resolution, etc to lower the GPU burden to hit the desired 30fps frame-rate across 4 viewports when it can - but it is the CPU processing to prepare each of the 4 independent frustums that is the real increased burden on the consoles, and the switch struggles with IMO. And everything points to the Coretek A57 lacking the ability match the Espresso POWER chip when the number of jobs quadruples and the processing time-frame halved - compared to MK8's single player @ 60fps.
 
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