Onironauta
Member
DLSS has become crazy goodTop one looks loads better. If that's not switch 2 it's an L. If it is thats insane.
DLSS has become crazy goodTop one looks loads better. If that's not switch 2 it's an L. If it is thats insane.
Nvidia saving the awful aliasing and dithering issues of RE Engine heh.DLSS is a gamechanger for Switch 2
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What's the deal with BotW/TotK here?whhhhhhaaaaatttt?
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DLSS has become crazy good
yep. Switch 2 image is incredibly sharperare the top images of the two switch 2?
How can DF possibly know the internal render resolution, though?
yep. Switch 2 image is incredibly sharper
Fascinating, thanks.DLSS is a temporal upscaler. This means it needs a few frames to gather samples from neighboring pixels.
When there is a complete change in the image, for example when the camera cuts to another view, the first frame doesn't have time to sample pixels, so it shows that frame as the base resolution.
Thats a wrong conclusion. The Switch 2 can have easily the power to do it natively, but the developers may simply choose to use the "power budget" elsewhere, like better textures/lightning instead.But we already knew it looked good, the visuals haven't changed. The only difference is we now know it's using DLSS to do it instead of what we previously thought, that the switch 2 has the power to do it natively. I
Even if we assume switch2 games are optimised af, coded to the metal switch2 gpu is still only 3,2tf of ampere architecture (8nm node from 2020)What is Switch 2's hardware comparable to in the GPU market? Nvidia is all over the gaming laptop space. Are any of those comparable even though the CPU is not ARM based?
Fascinating, thanks.
So I assume DF was able to capture direct feed from this or are they eyeballing it?
We can confirm that in +2033 Nintendo will be going to upscaled 1080p!
People are freaking out because it runs PS4 (2013) games, but they don't think that the console is released now and that's what it's going to be for the next 8 years...
I suspect this too. Since natively rendering is more expensive, the console has little power to draw from, the frame rate target has to be constantly high and people already pointed they had issues with natively rendered output in other platforms like Series S DLSS seems to solve or mitigate all of this in some way or another as fas as I know.Thats a wrong conclusion. The Switch 2 can have easily the power to do it natively, but the developers may simply choose to use the "power budget" elsewhere, like better textures/lightning instead.
Thats a wrong conclusion. The Switch 2 can have easily the power to do it natively, but the developers may simply choose to use the "power budget" elsewhere, like better textures/lightning instead.
I mean... obviously that is crazy.Sony will make a portable PS5 that will run PS5 games in 4K/240fps at $199.
Then the Nintendo fanboys will eat crow!
It will blow your mind, burn your hands and it will be the best 12 seconds of your life and you'll get to relive them again when it's fully charged. Greatness awaits!Sony will make a portable PS5 that will run PS5 games in 4K/240fps at $199.
So much outraging when DF said it's like a ps4 hardware and now they are happy if they have to use DLSS at 540p to have a similar IQ with the same settings. Seems a cheap port to me and nothing to celebrate.540p
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Huh? Yes they're spending the power budget elsewhere, which is why the Switch 2 isn't powerful enough to run the game with the graphics settings we have seen in the footage at a native 1080p. OFC they could possibly do it if they downgraded graphics in other places lol.Thats a wrong conclusion. The Switch 2 can have easily the power to do it natively, but the developers may simply choose to use the "power budget" elsewhere, like better textures/lightning instead.
Look at Ryu's skin textures and muscles.So much outraging when DF said it's like a ps4 hardware and now they are happy if they have to use DLSS at 540p to have a similar IQ with the same settings. Seems a cheap port to me and nothing to celebrate.
I am assuming competent devs of course. Because another explanation for this, if Df is right, can be that the game is bugged and still runs in mobile mode even if docked. The whole patent of Nintendo mentions upscaling from 540p is done to save battery, so i would make no sense to use this if docked.I suspect this too. Since natively rendering is more expensive, the console has little power to draw from, the frame rate target has to be constantly high and people already pointed they had issues with natively rendered output in other platforms like Series S DLSS seems to solve or mitigate all of this in some way or another as fas as I know.
It's not similar to ps4 it's much better. It has more graphical features of the ps5 / Xbox series versions. Higher res textures, more dynamic muscle, better/more hair rendering just for some stand outs.So much outraging when DF said it's like a ps4 hardware and now they are happy if they have to use DLSS at 540p to have a similar IQ with the same settings. Seems a cheap port to me and nothing to celebrate.
Sigh. No. A console has a power budget. The devs could have simply decided that the upscaled picture looks good enough for their goals and they put some eye candy elsewhere. Or the simplest explanation is a bug that the game is still using mobile mode while docked.Huh? Yes they're spending the power budget elsewhere, which is why the Switch 2 isn't powerful enough to run the game with the graphics settings we have seen in the footage at a native 1080p. O
You're saying the exact thing I am. They used the power budget elsewhere for eye candy so the switch 2 cant run it at native 1080p with that eye candy they need to use dlss. Lmao.Sigh. No. A console has a power budget. The devs could have simply decided that the upscaled picture looks good enough for their goals and they put some eye candy elsewhere.
Look at Ryu's skin textures and muscles.
Well, that would still make sense since you would optimize for the most constrained mode first I assume. On the other hand, Isn't DLSS quite power hungry as a feature to enable it it a significant way on portable mode? I wouldn't expect the batettery to last much if thye used it that way.I am assuming competent devs of course. Because another explanation for this, if Df is right, can be that the game is bugged and still runs in mobile mode even if docked. The whole patent of Nintendo mentions upscaling from 540p is done to save battery, so i would make no sense to use this if docked.
Boy you need help with math to think 2023 was 10 years ago.SO some of yall are bragging about a 10+ yr old fighting game that needs to be 540p before upscale in dock mode
Man what a beast of a system, def worth $500
SO some of yall are bragging about a 10+ yr old fighting game that needs to be 540p before upscale in dock mode
Man what a beast of a system, def worth $500
Is this in handheld or docked mode?
The latency being lesser than PS5 is wild. Damn.
Its on the first page of this thread, a interpretation of Gameranx.Well, that would still make sense since you would optimize for the most constrained mode first I assume. On the other hand, Isn't DLSS quite power hungry as a feature to enable it it a significant way on portable mode? I wouldn't expect the batettery to last much if thye used it that way.
My guess is it can but why should it? If you can make it look like 1080p while running at a resolution that makes the game run better without having to put in a lot of work, why not use it?They are already upscaling from 540p ? Can this console not run SF6 at 1080p natively ? It is a fucking fighting game, developers aren't even trying.
Thats a wrong conclusion. The Switch 2 can have easily the power to do it natively, but the developers may simply choose to use the "power budget" elsewhere, like better textures/lightning instead.
We're also impressed with the quality of the DLSS used here. Even on PC, you'd be able to tell 540p being upscaled to 1080p, but here you can't.
Use to power saved from upscaling the resolution to utilize better in game assets.
In certain example embodiments, the techniques herein may provide for decreasing the overall amount of storage space (e.g., file size) that is needed for producing images at a higher resolution size. For example, an application that generates images at a higher resolution may also require assets (e.g., texture data) that are correspondingly sized for generation of such high resolution images. Thus, by decreasing the image size that an example application renders, the data that used for such rendering may be similarly decreased in size and may thus take up less memory or storage space. For example, the size of textures used by a rendering engine may be decreased. Accordingly, the overall size that is needed to deliver an application (e.g., video game) may be decreased so as to fit onto relatively smaller sized physical media (e.g., in terms of how much storage space is provided) and/or require a decreased amount of bandwidth or data to download.
The techniques herein may advantageously provide for performance that is less bound by memory bandwidth limitations than prior approaches.
What you've bolded is literally just describing shipping a game with lower resolution textures and relying on upscaling algorithms to upscale it to HD. It's not a Nintendo invention that low resolution means less storage. I don't think you understand exactly what you're quoting and what it's saying. The whole "patent" does nothing but describe what DLSS does. It's not a unique Nintendo™ feature. It probably standardizes the whole process to always rely on x4 upscaling for clarification. The reason DF could not see it was because the footage was extremely shoddy and/or because we still don't know the extent of DLSS possible in handheld mode when the SoC is choked to hell by its laughable 7W power limit.Or plain saving space on cartridges.
This could just be the default upscaling mode the dev kit offers and has the lowest latency as it was originally made for handheld mode because traditional AI upscaling is too energy hungry. Nintendo's patent expressively focused on 540p→1080p as it seems they found a way to have the entire image fit to a near match on the tensor cores for a low latency upscale. Probably other DLSS options available, but if its near a free lunch from 540p→1080p, same resolution detailed in the patent, then I can see this mode being used 100% by default for handheld and for docked well that is to be seen, on a dev to dev basis.
DF was blindsided for 2 weeks with this new model. 2 weeks. While you can go and take any DLSS 3 or 4 footage online and go frame by frame and you'll detect the telltale signs of the upscaling technique. So what's going on here? There's something in the patents that escapes everyone. Patent has been put offline too, likely in revision. I feel like for a very fixed hardware solution like a console and resolution target for say handheld screen which is fixed, Nvidia/Nintendo made a super efficient DLSS.