DF : Why isn't Nintendo using switch 2 DLSS ?



The comment section is fire, lots of disgruntled users/people

Also : John literally said Nintedo is technically behind the curve (@4:19) - LordOcidax, you know what to do ! D E F E N D !
 
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But what Jonh said is true. Nintendo games rarely have used TAA, probably because TAA looks terrible at lower resolutions.
Just because the Switch2 supports DLSS, doesn't mean it's that easy to implement in older game engines.
Nintendo will have to expose motion vectors, color and depth buffers to the DLSS input. And that takes work.
It's also true that when it comes to technical stuff, Nintendo has been behind the curve for many years.
We all know this, Nintendo puts most of it's effort on gameplay and fun, not on graphics.
 
IMO the games have not yet been developed for DLSS support, i mean DK Bananza was a Switch 1 title at first. I'm sure we will see more DLSS games later down the road.
 
I haven't watched the video yet, so I don't know if this comes up, but I wonder if the fact that both Mario Kart World and Donkey Kong Bananza began development as OG Switch titles has something to do with it.

Since they were being developed in parallel to the Switch 2 console itself, it stands to reason that the designers and programmers didn't have access to finalized development tools/kits until the games were fairly close to completion.

Compare that to Cyberpunk, where CDPR likely had near final development kits in hand when they started work on the port.

And, yes, obviously there's the fact that Nintendo hasn't done PC development so the Switch 2 is their first encounter with DLSS, whereas any developer with PC experience has had the chance to optimize their titles for Nvidia cards.
 
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DK would look worse with any kind or temporal AA imo.
it has an extremely clean look, especially in handheld mode, and any form of TAA, be it normal TAA, TAAU or DLSS would make it look worse.

it's rare these days that we get games that just look temporally stable and as clean as Bananza.

DLSS and TAA are solutions to a problem, a problem that Nintendo's games generally don't have.
 
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Why use DLSS ANYTHING when you have sold 5+ million consoles in 4 months.

We will save that tech for when we need to help the "lesser" studios prop up their feeble development efforts to get their software on the fastest selling console hardware of all time.

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(giga is still banabanned...stepping in for him here on this one)
 
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Huch so no games use dlss on switch 2 right now? Not even Fortnite?

Maybe the SDK for it is not ready yet.
So some studios might do the extra work, for the Switch2, because they have already implemented DLSS on the PC version.
While most studios just rather wait for the SDK to be ready.
But I'm just speculating.
 
So far, the only Switch 2 games from Nintendo started on the original Switch and honestly I don't mind it. The games still look great and run good too.

That said, Luigi;s Mansion and Pikmin need to be ground up on Switch 2 with DLSS
 
Temporal reconstruction isn't some miracle pill. Bananza with it's striking colors and fast action would've been murdered with vaseline smeared all over the picture.
 
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If nintendo wants to charge 70 to 80 dollars for games then every single 1st party release should be 60fps locked with resolutions above 1080p. You can't be charging outrageous prices and have games not looking modern.
 
As if I give a fuck. DK Bananza was one of the the most fun game I played and while I was playing I didn't pay attention about if the game using DLSS or whatever crap the tech word is.
 
I expect Monolith Soft to use it in their next game. They were already using temporal upscaling in Xenoblade 3. Which mean they could upgrade XB3 to use DLSS if they wanted.
 
Luigi mansion 3 was the only Nintendo game that uses TAA on switch, anyone remember any other games uses it? TBH, I think DK upscaling from 900p to 1440p with DLSS probably look better than the current setup they got.
 
Because DLSS has ugly artefacts in 3D fast paced 60fps games. Too expensive so they must reduce settings a lot. They'll problably use it in 30fps games like zelda or slow paced 60fps games like Animal Crossing.
 
In all honesty I'm surprised DF doesn't mention the fact that DLSS in DK would be disocclusion nightmare with all the rocks and particles going on. I think DLSS would be better for slower pace Metroid prime 4 or next Zelda.
 
I've been saying it since the first Switch 2 games trailers showed up. It's very obvious to me, that's why I say: Wait until 1 or 2 years, there are projects which already started and advanced using the old engine or even on Switch 1.

The only Nintendo games that I think used any form of TAA were Xenoblade games, and it showed because IQ is horrendous in exchange of temporal stability.

People here and in X always crying about Nintendo not using DLSS like if it was pressing the magical DLSS button, it kinda would if their engines had TAA support but that's not the case for now at least and getting into the engine internals for it so late in development would bring potential delays as everything related to graphics is basically set in stone.
 
I've been saying it since the first Switch 2 games trailers showed up. It's very obvious to me, that's why I say: Wait until 1 or 2 years, there are projects which already started and advanced using the old engine or even on Switch 1.

The only Nintendo games that I think used any form of TAA were Xenoblade games, and it showed because IQ is horrendous in exchange of temporal stability.

People here and in X always crying about Nintendo not using DLSS like if it was pressing the magical DLSS button, it kinda would if their engines had TAA support but that's not the case for now at least and getting into the engine internals for it so late in development would bring potential delays as everything related to graphics is basically set in stone.

Xenoblade never used TAA, XC3 on switch was FSR1
 
Xenoblade never used TAA, XC3 on switch was FSR1
Are you sure? I'm pretty sure Xenoblade 2 used TAA with an annoying sharpening filter which is why it looks so bad, and I was under the assumption that Xenoblade 3 had a new in-house upscaler that takes it from 540p to 1080p.

If that's not the case then Monolith will still be the first ones to implement it after Rare (since they're using UE afaik), not counting external devs.
 
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Are you sure? I'm pretty sure Xenoblade 2 used TAA with an annoying sharpening filter which is why it looks so bad, and I was under the assumption that Xenoblade 3 had a new in-house upscaler that takes it from 540p to 1080p.

If that's not the case then Monolith will still be the first ones to implement it after Rare (since they're using UE afaik), not counting external devs.

Ah seems you're right

XC2 had TAA vaseline while XC3 had something else, I'm heavily handicapped to search right now because I'm very remote on vacation.

Which game Nintendo had FSR1 on switch then? I remember DF discussing this, TOTK maybe?
 
This is essentially the same question as asking why Switch 1 games moved very late into development aren't using Ampere derived features. Any other response is baseless speculation.
 
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