Trilobit
Absolutely Cozy
My mind was blown the day I learned what WINE was an acronym for.Yeah, conceptually it's more like Wine vs emulation it seems.
My mind was blown the day I learned what WINE was an acronym for.Yeah, conceptually it's more like Wine vs emulation it seems.
The only reason I wanted a Switch 2 at launch was native switch games with faster official hardware
No wonder they went so hard on emulators recently....lmao I'm out. fucking Nintendo
I'll pick up a Switch 2 in like 2029 no rush at all now
Was thinking the same thing.Emulation...better to stick with the first Switch to avoid problems.
so you are not buying it because they did exactly what you wanted? what?
It doesn't run the games natively? Am I reading the OP wrong?
Your definition of large is 141 out of 1,359,800,000?
it does run them natively, OP doesn't know what a translation layer is.
or they could just patch the routines to run natively on the Switch 2. Standardising the charging for upgrade packs at least incentivises them... unless they want the switch 1 version running on S2 without the upgrade...The way they loosely explained it in the developer interview was that they wrote a compatibility layer to run X1 code on the T239. This is similar to the type of technology the Steam Deck uses to run Windows games on Linux (Proton), only it's presumably a bit more straightforward for the Switch 2 since the X1 (Maxwell) and T239 (Ampere) at least have relatively similar architectures. At least moreso than, say, x86 -> ARM.
However, the Switch 1 uses a lot of custom drivers and hardcoded workarounds to squeeze more juice out of the X1 chipset, and probably uses a modified OpenGL ES/Vulkan stack. The T239 is probably mostly a modern Vulkan pipeline. This means that games that really take FULL use of the X1 (like the "miracle ports" and 1st-party games) need a custom compatibility layer in order to perform real-time instruction translations to utilize the drivers/shaders/memory/scheduling/etc. of the T239.
This is also why there are a handful of currently-incompatible Switch 1 games on the Switch 2, unsurprisingly some of the "miracle" ports like DOOM Eternal. Those games probably use a LOT of hardcoded, low-level workarounds to squeeze out as much performance as possible on the X1. I'm pretty confident they'll eventually work on the Switch 2, it'll just be up to Nintendo or id to write custom translators for those games.
He stated all possibilities in past videos, so he was pretty sure to be right lol.
Anyway the possibilities were :
- 100% BC with simply an upgraded hardware
- BC through emulation
- no BC
Doesn't take a genius to know this.
Second option implying emulation is what is going on.None of those options are what's actually going on.
Second option implying emulation is what is going on.
I don't see any difference. My understanding is that they are converting instructions and assets on the fly to imitate the Switch 1 behavior, which means they are imitating the hardware as close as possible (or at least close enough to not break the games) = emulation.No, this is not emulation.
Dohta: If we tried to use technology like software emulators (22), we'd have to run Switch 2 at full capacity, but that would mean the battery wouldn't last so long, so we did something that's somewhere in between a software emulator and hardware compatibility.
Second option implying emulation is what is going on.
Anyway, I know. It'll be easy to hack... So in theory it's good.Is this good or bad?
I don't see any difference. My understanding is that they are converting instructions and assets on the fly to imitate the Switch 1 behavior, which means they are imitating the hardware as close as possible (or at least close enough to not break the games) = emulation.
It is also stated in the interview. You have both translation and emulation, obviously.
it's not actual emulation.
the way they describe it is that the system recompiles shaders to work with the new GPU.
meanwhile the CPU code probably runs without much of any intervention needed.
in the end, what we have here is games that were compiled for Nvidia Maxwell needing to run on Nvidia Ampere.
like a PC game designed originally for the GTX900 series running on a PC with an RTX3000 series.
you don't need to emulate that game if you want to play it on the RTX3000 GPU, but the RTX3000 GPU needs to understand the shader code.
PC games of course compile shaders on the fly or during loading screens so that the specific GPU you use understands how to draw the image.
on Windows this just usually works out of the box as they use an API like Direct X that is designed with forwards and backwards compatibility in mind.
Meanwhile Switch 1 games aren't designed to compile shaders on the fly or while loading for a new GPU like PC games do (these days often accompanied by shader complication stutters because developers just bloat their games with endless shader permutations that take ages to all pre compile and are slow to compile on the fly),
so what it seems like is that Nintendo had to develop a translation layer that does this automatically while the game is running.
so in the end, what it sounds to me like, is that the Switch 2 does what basically any PC game does. it runs the game, and compiles shaders that the new GPU understands.
the main issue they had to solve is that a console game isn't designed to do that, because all shaders of a console title are precompiled and just installed with the game itself for digital games, and prewritten on the cartridge for physical releases.
No, he's not saying there's both translation and emulation, he's saying it's somewhere between hardware BC and emulation to make it easier to understand. I.e. there is translation only (of GPU calls, shouldn't be necessary for CPU). They are not emulating the Switch on the Switch 2.
Thank you both for the clarification.it's not actual emulation.
Yeah, except I don't think it's actually recompiling shaders on the fly, it's translating the GPU calls.
uses a hardware/software hybrid proprietary technology
they might need to recompile the shaders too unless their GPU has a Maxwell compatibility mode.
the way they talk about it I feel like they are recompiling shaders... but who knows
Yeah, maybe, but given the issues real-time shader compilation causes on PC I'm not sure how well that would work on hardware much much weaker. But who knows.
Yeah they have a JIT Shader Binary transpiler, instead of supporting legacy instructions like Sony/MS + AMD do.Since both CPUs are ARM based, they probably run the same instructions.
But the GPU on the original Switch is based on Maxwell arch, so it's probably necessary to recompile shaders in real time.
So they probably got some dedicated instructions in the SoC to do this faster.
The Switch 1 is smaller and has 100% guaranteed native compatibility, don't throw it away or give it to a poor child.
I think if a Switch 1 game has an unlocked framerate, it automatically benefits from being on Switch 2.Aren't the games running at native resolution switch 1 on switch 2? So, why the gatekeeping behind higher resolutions and higher frame rates? Compatibly? Money? Or are we to expect more feee upgrades like the listed 10-12 we got the other day?
I don't think Zeldas added anything except 60 and resolution upgrades. No texture adjustments from what I can tell. I guess they can justify it by adding that map stuff. I'm sure as other cross gen games come like Metroid they may offer upgrades that have better textures since it's a dual system game. But just speaking to legacy sw1 games since they are already emulating these games I guess they are updating beyond sw1 native game by game.I think if a Switch 1 game has an unlocked framerate, it automatically benefits from being on Switch 2.
If it was locked to 30 fps, it could get a free update to change it to 60.
If there's other updates like better textures or new control scheme, the publisher may charge for it.